delete the pp system
lol the "Just play for fun" is actually a nice reasonIkillforpies wrote:
It would be nice that for those people who doesn't want pp should at least HAVE A FREAKING REASON TOO... And not just the normal JUST PLAY FOR FUN reason!... At least say why you don't want it. Explain yourselves
In that case, isn't it just an issue with ppv1? If you don't want to be rewarded for an easy map, this can be fixed in ppv2 like standard. I personally like the confirmation of a genuinely good rank on a difficult map when I receive pp, but I agree that a less competitive system could allow players to enjoy themselves more and not take ctb so seriously.bomber34 wrote:
lol the "Just play for fun" is actually a nice reasonIkillforpies wrote:
It would be nice that for those people who doesn't want pp should at least HAVE A FREAKING REASON TOO... And not just the normal JUST PLAY FOR FUN reason!... At least say why you don't want it. Explain yourselves
without pp you can concentrate easier on the top50 rankings of your favourite songs and maps only without thinking about the whole ranking, since your fav. song/map might be something way easier than Big Black shitmaps
If there were no pp, you would feel better when you rank high on your fav. maps.
The overall harder maps just decrease the worth you would gave the maps you were enjoying more and where you ranked better, because the hard ones give more pp
--------------------------------------------------------------------------------------
I know there are a lot of contra arguments against that point but that is one reason.
Also that is not my real opinion about pp I just wanted to bring another point of view you asked for
Sabi wrote:
2: CTB ranking should be calucated by combo/overall map progression
3:why are droplets worth 10 points.. lol? we only get these droplets to get that SS Bonus for the PP.. so please fix that <3
4: another thing is spinner maps, in ctb there are pp maps called no spinner maps such as (Maware - Popner's Hard) https://osu.ppy.sh/s/122658 Which gave over 40-50 PP If you SS'd it with HR/HD because you would tie for 3rd/4th place and give alot of pp, but if you even miss 1 droplet you would lose all that pp gain
5: you should weigh HR/FL, also look at HD, there are tons of HD players in CTB
thanks - sabi
EDIT: I am a nomod player, i infact HATE HD, HD for me is just for pp, i love nomod and alot of people do, so try to make it fun for the both sides of the grass HD and Nomod
DeathXHunter wrote:
After all there will be ppv2 hopefully,so the guys who say that the ranking should be removed just play for the fun and let the other guys discuss what should be considered in the upcoming system and not ask for removing it,lol.
A good postbomber34 wrote:
lol the "Just play for fun" is actually a nice reasonIkillforpies wrote:
It would be nice that for those people who doesn't want pp should at least HAVE A FREAKING REASON TOO... And not just the normal JUST PLAY FOR FUN reason!... At least say why you don't want it. Explain yourselves
without pp you can concentrate easier on the top50 rankings of your favourite songs and maps only without thinking about the whole ranking, since your fav. song/map might be something way easier than Big Black shitmaps
If there were no pp, you would feel better when you rank high on your fav. maps.
The overall harder maps just decrease the worth you would gave the maps you were enjoying more and where you ranked better, because the hard ones give more pp
--------------------------------------------------------------------------------------
I know there are a lot of contra arguments against that point but that is one reason.
Also that is not my real opinion about pp I just wanted to bring another point of view you asked for
I agree with you.DeathXHunter wrote:
After all there will be ppv2 hopefully,so the guys who say that the ranking should be removed just play for the fun and let the other guys discuss what should be considered in the upcoming system and not ask for removing it,lol.
Please read the first post.Mania Vocaloid wrote:
CTB map + Easy = Best pp(over +100 pp)
Edit : ppv2 isn't based on osu!tp Diffculty.
and other modes(mania,CTB,Taiko) pp grows if i play exclusive maps.
Edit2 : so i don't like ppv2. just get back to ppv1.
Tom94 wrote:
note that currently the Catch the Beat ranking is not functional.
This is the best idea (that will not be considered) that I heard so far.ConanCloud wrote:
(At first, I´m sorry for my bad english)
I think the pp system, should be allowed only for players, they want to play with the system.
A lot of people arent interested in the system and the "no pp player" should be removed from the pp system. Maybe, peppy can script a question on the userpage or here https://osu.ppy.sh/p/pp. You can choose then for yourself, that you play with or not with the system.
After this, the pp ranklist should be more clearer then before.
Sure a lot of good players whould be famer then before, but fun is more important then fame.
If you want to be fame, than play scoccer, draw mangas or do something right in the world, but osu! isnt like this! Is just a game
i Agree with this , also one more thing, a map that has no spins and you have to SS to get the pp is bs in my opinion, in other words SS no spin should not weight as much.TenguKing9 wrote:
I have a few suggestions that I would like to give for this system:
1. As DeathXHunter said before, SS should have less weight in the formula since it's easier to SS in Catch The Beat compared to other modes.
2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.
3. DT should have more weight overall since players can DT AR8 maps that are difficult and get little to no reward for it in the previous system. The higher the AR the more weight it should have since it doesn't cap at AR10 like HR does.
4. HD should have more weight on maps that are difficult rather than having it static throughout all maps.
5. AR10 maps should have a lot of weight since not many players in CTB can read AR10 and the maps with it are really difficult.
6. For CTB specifics, Deluge should have most weight with every difficulty level below it having less weight than the one above.
7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.
8. There are maps that are considered easier to do on CTB than on standard example being Freedom Dive that should'nt be weighed as heavily on ctb due to it being mostly streams.
9. There are auto-converts that are harder than some ctb specifics that should weigh more in this case. CTB Specifics shouldn't outweigh every map just because it's a specific.
IMO AR10 with HR is still harder than AR10 with HD. Just because the AR doesn't increase anymore doesn't mean that it doesn't get way harder. (cause like things get further apart and the cs gets smaller)TenguKing9 wrote:
7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.
I disagree but maybe you just misswrote or so ...TenguKing9 wrote:
I have a few suggestions that I would like to give for this system:
2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.
Playing AR9 or AR10 with DT is incredibly difficult since it's faster than AR10 at this point. I do agree with you that HR with AR10 is harder than playing it with HD, but the point is that AR9 with DT is much harder than AR9 with HR because it is AR10.3 and you have less time to react.Rorona wrote:
IMO AR10 with HR is still harder than AR10 with HD. Just because the AR doesn't increase anymore doesn't mean that it doesn't get way harder. (cause like things get further apart and the cs gets smaller)TenguKing9 wrote:
7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.
I meant this for low AR plays such as AR6 and below. Anything above AR7 with this mod should have a bonus like you said but not as big as per say DT or HR.bomber34 wrote:
I disagree but maybe you just misswrote or so ...TenguKing9 wrote:
I have a few suggestions that I would like to give for this system:
2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.
it should not give to much bonus but it should weight more than no mod, because next to memorization you still need the skill to play the map.
If you suck at a map, memorizing everything won't help you at all anyway when it comes to this mod.
okay, then it is alrightTenguKing9 wrote:
I meant this for low AR plays such as AR6 and below. Anything above AR7 with this mod should have a bonus like you said but not as big as per say DT or HR.
This is what I'm talking about...TenguKing9 wrote:
I have a few suggestions that I would like to give for this system:
1. As DeathXHunter said before, SS should have less weight in the formula since it's easier to SS in Catch The Beat compared to other modes.
2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.
3. DT should have more weight overall since players can DT AR8 maps that are difficult and get little to no reward for it in the previous system. The higher the AR the more weight it should have since it doesn't cap at AR10 like HR does.
4. HD should have more weight on maps that are difficult rather than having it static throughout all maps.
5. AR10 maps should have a lot of weight since not many players in CTB can read AR10 and the maps with it are really difficult.
6. For CTB specifics, Deluge should have most weight with every difficulty level below it having less weight than the one above.
7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.
8. There are maps that are considered easier to do on CTB than on standard example being Freedom Dive that should'nt be weighed as heavily on ctb due to it being mostly streams.
9. There are auto-converts that are harder than some ctb specifics that should weigh more in this case. CTB Specifics shouldn't outweigh every map just because it's a specific.
I'll give more suggestions as I think of them.
Completely disagree with this. A map being approved doesn't necessarily mean it's harder than an Insane diff. The way tp works (calculating the difficulty of each map) should be ok.jaibo wrote:
I agree that it should be something like
approved > insane > hard
eldnl wrote:
About mods:
- Playing DT on AR9+ maps. example: https://osu.ppy.sh/p/beatmap?b=66853&m=2 - https://osu.ppy.sh/p/beatmap?b=48416&m=2
- Playing HR on AR8+ maps. example: https://osu.ppy.sh/b/291996?m=2 - https://osu.ppy.sh/b/151017?m=2
- Playing HD on AR7- maps (but the map has to be a hard difficulty). https://osu.ppy.sh/p/beatmap?b=51308&m=2 - https://osu.ppy.sh/p/beatmap?b=101727&m=2
- Playing FL on AR9+ maps. https://osu.ppy.sh/p/beatmap?b=86324&m=2
That's the harder stuff about mods.
About the normal difficulty of a map, you have to consider thexdistance of the notes, including sliders, because theydistance doesn't matter at all.
The note density doesn't matter that much, everything is about the jumps, a fast bpm song without jumps will be easy, a slow bpm song with a lot of jump will be hard.
The stream jumps can be considered has something really hard.
If anyone can add something that would be great.
Er. I read HD, not DT the first time, I swear.TenguKing9 wrote:
Playing AR9 or AR10 with DT is incredibly difficult since it's faster than AR10 at this point. I do agree with you that HR with AR10 is harder than playing it with HD, but the point is that AR9 with DT is much harder than AR9 with HR because it is AR10.3 and you have less time to react.
CtB has always had droplets as being 10 points (at least as long as I've been around) and changing this now would cause problems more than likely.Sabi wrote:
3:why are droplets worth 10 points.. lol? we only get these droplets to get that SS Bonus for the PP.. so please fix that <3
This doesn't really need to be addressed as ppv2 doesn't care about your rank, it cares about your accuracy/mods more, though I do think on maps with spinners it should reward you a bit more for spinning well.Sabi wrote:
4: another thing is spinner maps, in ctb there are pp maps called no spinner maps such as (Maware - Popner's Hard) https://osu.ppy.sh/s/122658 Which gave over 40-50 PP If you SS'd it with HR/HD because you would tie for 3rd/4th place and give alot of pp, but if you even miss 1 droplet you would lose all that pp gain
HD should ALWAYS give more than no mod imo, as no map is ever actually easier, on AR<7 it is hard for most people but those maps shouldn't matter for the most part except for when they have small CS or when adding HR creates a lot of tough jumps that were easy beforehand (example: http://osu.ppy.sh/b/290744&m=2 Not that challenging no mod but when you add HR very few people can FC even though the AR is low). And when it comes to hard maps, the harder end of the AR8 maps become extremely difficult to do with HD (example: http://osu.ppy.sh/p/beatmap?b=240107&m=2 no one has even FC'd with HD yet) and on hard AR9 maps HD always makes them more challenging, hard jumps will always become much harder when using HD, even if the player is better at using HD than no mod, such as myself. The best solution would be to have HD weigh more heavily on maps that are especially hard with HD when compared to no mod, and weigh less (but still slightly more than no mod) on easier maps.bomber34 wrote:
HD should not be weighted that much ... or more or less like
- the lower the AR the more HD weights
on high AR you can ignore HD really
Most of what you said was pretty good, though note density can matter with jumps, especially on a map like https://osu.ppy.sh/p/beatmap?b=129285&m=2 , the notes are so close together that they become very hard to hit on ctb even with no mod, so when calculating difficulty, maybe consider not just how close jumps are horizontally, but maybe how close they are on the timeline as well as how often the jumps are close enough to be hard to hit.eldnl wrote:
The note density doesn't matter that much, everything is about the jumps, a fast bpm song without jumps will be easy, a slow bpm song with a lot of jump will be hard.
This is somewhat good, but we have to make sure that an SS isn't given too little weight, as sometimes hitting those droplets can take a lot of work and deserve a reward, and maybe we should base the pp bonus an SS will give based on how hard it is to SS compared to getting an FC (maybe by the % of FC's that are also an SS?) Basically an SS should still always give more, but just not to the ridiculous extent as it does currently.TenguKing9 wrote:
1. As DeathXHunter said before, SS should have less weight in the formula since it's easier to SS in Catch The Beat compared to other modes.
FL should always be weighted heavier than no mod, but it should be weighted accordingly to how difficult the jumps are in a map, as slow maps with very few jumps are pretty easy to do with FL, while taking the time to FC something somewhat hard should give you a reward (hopefully not to a huge extent though)TenguKing9 wrote:
2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.
Again this needs to be based on how hard the map will be with those mods, as on most maps, DT is still easier, while on AR8+ some maps become hard to simply pass with DT, so the weighting should be on a per map basis as explained for Hd and FLTenguKing9 wrote:
3. DT should have more weight overall since players can DT AR8 maps that are difficult and get little to no reward for it in the previous system. The higher the AR the more weight it should have since it doesn't cap at AR10 like HR does.
I do believe AR10 should have more weight than currently probably but we should avoid making it too big as some players (such as myself) just simply don't have the ability to do AR10 without memorizing the entire map, I kinda wish AR10 was made somewhat slower for ctb and other AR's were adjusted accordingly to be more fair as you're limited by the catcher speed as WELL as reaction time, while every other mode relies purely on your reaction time, but this isn't the place for a discussion on that.TenguKing9 wrote:
5. AR10 maps should have a lot of weight since not many players in CTB can read AR10 and the maps with it are really difficult.
I agree with this but Freedom Dive is a horrible example since it's still very hard for people to FC even with being much easier than on standard. a map like MENDES (https://osu.ppy.sh/p/beatmap?b=75831&m=2) would probably do much better as an example as it's hard for the average standard player to combo yet on ctb you need HD+DT just to get top 50, which is very uncommon for any AR8 map on ctb.TenguKing9 wrote:
8. There are maps that are considered easier to do on CTB than on standard example being Freedom Dive that shouldn't be weighed as heavily on ctb due to it being mostly streams.
This very true, there are several maps that are harder than most specifics, I don't need to list examples as any ctb player knows this. Though if a converted map's difficulty is calculated to around the same as a specific, I believe the specific should give a little more as it was made for ctb specifically.TenguKing9 wrote:
9. There are auto-converts that are harder than some ctb specifics that should weigh more in this case. CTB Specifics shouldn't outweigh every map just because it's a specific.
I don't like the idea of HD+FL giving a large bonus on ctb as most maps that have more than 300-400 combo are impossible to do without total memorization, and while memorization is considered a skill something like HD+FL shouldn't be able to end up giving people a large amount of pp that they don't deserve. A bonus is fine, but please nothing too large.Rorona wrote:
OT: FLHD should be worth more. (does anyone even play that?)
well my " high AR you can ignore HD really" part was forumalted badly ...Zak wrote:
HD should ALWAYS give more than no mod imo, as no map is ever actually easier, on AR<7 it is hard for most people but those maps shouldn't matter for the most part except for when they have small CS or when adding HR creates a lot of tough jumps that were easy beforehand (example: http://osu.ppy.sh/b/290744&m=2 Not that challenging no mod but when you add HR very few people can FC even though the AR is low). And when it comes to hard maps, the harder end of the AR8 maps become extremely difficult to do with HD (example: http://osu.ppy.sh/p/beatmap?b=240107&m=2 no one has even FC'd with HD yet) and on hard AR9 maps HD always makes them more challenging, hard jumps will always become much harder when using HD, even if the player is better at using HD than no mod, such as myself. The best solution would be to have HD weigh more heavily on maps that are especially hard with HD when compared to no mod, and weigh less (but still slightly more than no mod) on easier maps.bomber34 wrote:
HD should not be weighted that much ... or more or less like
- the lower the AR the more HD weights
on high AR you can ignore HD really
Well, I can't play HD at all, even though I was like rank 900, because I look right above Ryuuta to play, or at least a little above him.Zak wrote:
I was simply explaining my views while taking into consideration that some people have a lot of trouble playing HD even if they're pretty good no mod, I would say though that the harder a map is to FC/SS the harder it will be with HD added as a result.
Does anyone else have thoughts on this?
you mean like This ? :^)Zak wrote:
I was simply explaining my views while taking into consideration that some people have a lot of trouble playing HD even if they're pretty good no mod, I would say though that the harder a map is to FC/SS the harder it will be with HD added as a result.
Does anyone else have thoughts on this?
Just get the hell out of this thread, thanks.[Super Shock] wrote:
The only thing I what please is too Fix the top Rangs on Profile
pow haha googel[Super Shock] wrote:
I know that my english is bad so I have something misspelled
P. S. I work with googel OK <. <
Who said pp was gonna be remove ..Sabi wrote:
I don't see what is the issue with PP and Ranking, In every game there always is a Ranking System to motivate yourself to get better, and believe me the only reason why i got pp/rank in the first place was to prove myself good, rank 180 looks alot better than rank 1000 in my eyes, and it helps to let people know what is your skill set and what's your overall progression, if you remove ranking you will most likely remove OWC and CTB WC, there will be no point, and yes in this game there always is Competitiveness no matter how you look at it, theres a REASON why it says "#1" In Multi
EDIT: http://en.wikipedia.org/wiki/Multiplayer_game Also quote directly from here
"The players might be independent opponents, formed into teams or be just a single team pitted against the game."
^OPPONENTS "someone who competes against or fights another in a contest, game, or argument; a rival or adversary." So please stop
100% Kingkevin30 aprroved, Spinners are the Soul of every MapHaron wrote:
I want peppy do that PPv2 depends on SPINNERS!!! #1 in "your" mod - much more pp.
Bad english, yea...
YusHaron wrote:
I want peppy do that PPv2 depends on SPINNERS!!! #1 in "your" mod - much more pp.
Bad english, yea...
I never agree. SS is easy in CTB compared to other modes, of course. But then how can you give an explanation that old map, for example? There are many map for weird sliders and small CS. In some map of them, it is more hard to rank SS in CTB rather than other modes. rank higher accuracy is great abillity too. I hope to don't overlook that. In addition, if make less weight of SS, how many users strive to do rank SS? Then many users will be don't really work to do rank SS but just aim to FC and spins. How could be SS FC same with S or A, B, C, D FC on the earth?TenguKing9 wrote:
I have a few suggestions that I would like to give for this system:
1. As DeathXHunter said before, SS should have less weight in the formula since it's easier to SS in Catch The Beat compared to other modes.
TenguKing9 wrote:
2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.
FL just only need memorization? How many did you played FL? Especially, i want to ask you about have you played FL on AR 7, 8, 9 maps. To jump to the conclusion about FL is heavily based rather than actual skill, "No". I guess you don't know about what is FL actually. FL needs many actual skills. Many FL on AR 6- map maybe just need memorization. But so did AR 7+? As like AFB says, FL mod makes some black areas (Invisible) around the ryuuta. And the areas dimished when you catch the fruits 100, 200+ combo. You can never see any fruits on black areas. you can just depend on narrow lightning (Visible) areas. So you will be feel higher AR when you playing FL on whatever map. As you know, when you add HR or DT, that makes AR higher. FL so does. When you playing FL, you have to make combo in limited sight. It needs memorization, control, and adapt to higher AR. Bonus score is higher in HD+DT than FL but FL is very difficult in many AR7+ maps than HD+DT. Please play FL on AR7+ maps and think about why FL players are fewest in 4 modes.alienflybot wrote:
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.
About FL,I don't care,it's shit anyways.Oh well, I hate FL, too. But please, this is a discussion.
Notation used in this post:CLSW wrote:
I think setting the players' most frequency droplet misses as a point criteria is better.
Some maps are easy, but some maps (especially maps in 2008~2009s, http://osu.ppy.sh/p/beatmap?b=6097&m=2)are hard to SS.
Users' frequency Percent of pp Droplet misses
50%(the most) 10% 3
20% 13% 2
10% 20% 1
2% 30% 0
Like this, If you can't understand I'm sorry for poor language.
Group Class Users' frequency Droplet Misses
F 10% 5
E 15% 4
D 30% 3
C 25% 2
B 15% 1
A 5% 0
Group Class Users' frequency Droplet Misses
E 10% 5
D 15% 4
C 30% 3
B 25% 2
A 20% 1
Group Class Users' frequency Droplet Misses
F 10% 5
E 15% 4
D 30% 3
C 25% 2
B 15% 1
A 5% 0
Group Class Users' frequency Droplet MissesGroup A would get BestPP = 100/1.01^1 = 99
E 10% 5
D 15% 4
C 30% 3
B 25% 2
A 20% 1
Group Class Users' frequency Droplet Misses
F 10% 5
E 15% 4
D 30% 3
C 25% 2
B 15% 1
A 5% 0
Group Class Users' frequency Droplet Misses
F 30% 5
E 40% 4
D 25% 3
C 4% 2
B 0% 1
A 1% 0
This formula just assumes there's a Maximum Droplet PP Contribution, which I called MaxPP. As for how is it calculated, I have no idea but, as I said in my post, it could be a percentage of the "accuracy" (considering this is something similar to tp!standard, with "Aim", "Speed" and "Accuracy")-Kurisu- wrote:
If I understand correctly you are calculating a maximum droplet pp contribution based on the map's difficulty. Then a player will get a higher fraction of that if it's more difficult to catch all of the droplets on that map.
Nope. My formula would asign MaxPP to all those PF SS. It would, however, be more fair with non SS scores: ppv1 gave a lot of PP to those SS and missing one or more droplets meant you got almost no pp. This formula gives pp almost to all players.-Kurisu- wrote:
Also that droplet contrib would have less weight if everyone easily catches all of the droplets? This would fix most of the PF SS farming maps on ctb I think.
If a maps has no droplets, then there should be no droplet pp contribution, as simple as that. As for any other case, the PP you get is strongly dependant on how do you compare with others players. For example, if there was a map with 1 droplet and you finished it missing that droplet, you could get 99 pp in the best case. If, in fact, everybody has missed that droplet, you'll get 99 pp ( 99*(1-0)^0.1 ). But if some players did catch that droplet, the pp you'd get will be punished by how many players did better than you. If only 10% of the players catched it, you'd get 97 pp (out of 100); if half the players catched it, you'd get 92 pp; if 90% of the players catched it (meaning you did really bad), you'd get 78 pp. So, the punishment is not that much.-Kurisu- wrote:
What about the possibility where the map has few/no droplets and is still difficult to FC (maybe these https://osu.ppy.sh/p/beatmap?b=119021&m=2, https://osu.ppy.sh/p/beatmap?b=92780&m=2)? Would that still punish a player too much if they FC but miss a droplet? Not sure if I'm misinterpreting your formula, if it accounts for this that would be great (I suck at math can anyone offer feedback also...)
Group Class Users' frequency Droplet Misses
D 10% 3
C 20% 2
B 40% 1
A 30% 0
Group Class Users' frequency Droplet Misses
D 10% 3
C 70% 2
B 15% 1
A 5% 0
Group Class Users' frequency Droplet Misses
H 5% 7
G 5% 6
F 10% 5
E 5% 4
D 10% 3
C 15% 2
B 20% 1
A 30% 0
Group Class Users' frequency Droplet Misses
H 5% 7
G 10% 6
F 15% 5
E 30% 4
D 20% 3
C 10% 2
B 5% 1
A 5% 0
Loctav wrote:
Please keep the discussion structured. If you are incapable to contribute in a constructive manner, your posts will be removed and penalities will be given out.
The penalty is harsh, but that formula isn't meant to apply to overall pp. If the system is going to work like tp, there should be some factors measuring beatmap difficulty (like "Aim", "Speed" and "Accuracy" in Standard) and then droplets could represent a % of, say, accuracy pp.Zak wrote:
Too much math for me, but it seems like there's way too harsh a penalty for droplet misses, you should really fix that as it seems like it won't be much better than ppv1...
isn't that near impossible to think about as it would take up to much time? to get the factors measuring a beatmap difficulty which i assume is done mostly by hand picking maps wouldn't really be that much of a viable option for some maps considering for some players some maps are harder than others, and getting a maplist like that for the "hardest maps" that require the most amount of skill would definitely require a intense amount of work the people working on pp for not only the ctb game mode but also the taiko and mania game mode too as all of those would also need their own high skill tier mapsets.ZiRoX wrote:
If the system is going to work like tp, there should be some factors measuring beatmap difficulty (like "Aim", "Speed" and "Accuracy" in Standard) and then droplets could represent a % of, say, accuracy pp.
How tp works for standard: http://osutp.net/info, the difficulty is calculated by an algorithm.Amir wrote:
isn't that near impossible to think about as it would take up to much time? to get the factors measuring a beatmap difficulty which i assume is done mostly by hand picking maps wouldn't really be that much of a viable option for some maps considering for some players some maps are harder than others, and getting a maplist like that for the "hardest maps" that require the most amount of skill would definitely require a intense amount of work the people working on pp for not only the ctb game mode but also the taiko and mania game mode too as all of those would also need their own high skill tier mapsets.ZiRoX wrote:
If the system is going to work like tp, there should be some factors measuring beatmap difficulty (like "Aim", "Speed" and "Accuracy" in Standard) and then droplets could represent a % of, say, accuracy pp.
Because especially with mods getting an SS is hard on some maps, so it should be rewarded. There are a lot maps where it is harder to get an SS than a good spin, just saying.Kurokami wrote:
Some players can miss a droplet but their spinner skills covering it and get more point than some SS record. Why they need to get fewer pp?
Yes, it needs to be rewarded but just if the map is hard enough. But its impossible to a Ai to determine how hard is a map truly. Yes, maybe there are 30 player with 1 droplet miss and 1 with SS but that can mean two thing. First is, maybe the hard it too hard to SS so that player with SS needs to be rewarded more. Second, those 30 player just sucked and can't get that droplet because of the lack of skill but with time 50 more SS it so they slowly get fewer pp since the map is easy. BUT here comes the skill, what will happen if this is the first Insane fc for one of those players? He/she really need to get the same amount as the rest or maybe more since this is the first higher level fc? I don't think so. But then complain will happen since why he/she got more pp then the rest, etc. So in the end no system will be fair enough to all player no matter what is the formula but one pp drop should be punished too hard. Of course it can be stacked up as the misses growing and maybe add some extra punishment in it, like:Tenshichan wrote:
Because especially with mods getting an SS is hard on some maps, so it should be rewarded. There are a lot maps where it is harder to get an SS than a good spin, just saying.
I think the difficulty of the map isn't relevant when it comes to SS or no SS. For example this map: *click*. It is easy to FC even with HD DT, but it is damn hard to get an SS on, as you can see, no one has it actually with HD DT or HD HR. So if someone does the only SS with HD DT, he will automatically get more pp from it than someone who has maybe catched 15 bananas more, because it is obviously way harder to do the SS rank here than getting a good spin.Kurokami wrote:
Yes, it needs to be rewarded but just if the map is hard enough.
I agree, thats why it should be clearly checked how many players SS'd a certain difficulty with this set of mods. So if there are only 4 of 25 players with SS you will still get a decent bonus for SS. Simple.Kurokami wrote:
But its impossible to a Ai to determine how hard is a map truly.
When there will be 50 players with SS, then SS should clearly not be relevant, but only with the same mod usage that is. For example, we have a mapset, where #1-#4 are HD DT records and the rest are all Hidden SS. If for example #3 managed to do a HD DT SS, he should get a small reward for it, even though there are many SS records with only Hidden mod, so that he maybe gets the same pp amount out of it as #1 with no SS.Kurokami wrote:
Yes, maybe there are 30 player with 1 droplet miss and 1 with SS but that can mean two thing. First is, maybe the hard it too hard to SS so that player with SS needs to be rewarded more. Second, those 30 player just sucked and can't get that droplet because of the lack of skill but with time 50 more SS it so they slowly get fewer pp since the map is easy.
I don't get it. If a newer player gets a Hidden SS on a hard map, he will certainly get more pp out of it than someone who can do it with ease. Why should a #100 player complain that a #2500 player got more pp for an SS than him. It is obvious that he would get more pp out of it because of his rank, and slowly decreased that amount when he climbs up the ranks.Kurokami wrote:
BUT here comes the skill, what will happen if this is the first Insane fc for one of those players? He/she really need to get the same amount as the rest or maybe more since this is the first higher level fc? I don't think so. But then complain will happen since why he/she got more pp then the rest, etc. So in the end no system will be fair enough to all player no matter what is the formula[...]
Agree, but you are contradicting yourself here.Kurokami wrote:
[...]but one pp drop should be punished too hard. Of course it can be stacked up as the misses growing and maybe add some extra punishment in it, like:
1 dp miss = -2 pp
2 dp miss = -4,5pp
3 dp miss = -7pp
etc
A Hidden SS is the maximum amount of "droplet pp" you can gain from a Hidden FC on a map. If you miss a droplet, you will only get a certain percentage of that amount. Still, this "droplet pp" needs to be weighted with the spins and the number of SS ranks with the selected (difficulty increasing) mod(s). So if you FC a hard map with SS, while only 5 other people have SS with the same mod, you will get a certain "bonus". This can be counted on every map, while hard maps automatically give you this kind of "bonus". If you miss a droplet on a map with no Hidden SS, you will still get good pp out of it, but not the maximum "droplet pp".Zak wrote:
I think instead of being punished for missing droplets, you should get small bonuses for really nice accuracy on certain maps.
Have you read my posts completely? It's not meant to apply to overall pp. Think of it as a bonus that decreases with droplet misses. Also, Zak's POV (increasing bonus for better accuracy) can work well. Also, I said there are some values that are just a random try. I made this (http://puu.sh/6SdOh) for you to play. If you think it's too harsh, try using a higher LL value and/or a lower DF value. Also, you can see how a bigger number of droplets makes the thing less harsh (change TD for this) and how the most influential part is how you did compared to other players (changing AF)Kurokami wrote:
Tell me why a droplet miss needs to be punished harshly?
What I've played or not is really out of discussion. But, FYI, yes.Kurokami wrote:
Have you every tried a really hard map with Hidden where the SV went up and the horizontal sliders were really hard to SS?
Then let's keep with ppv1, where the pp was based on the rank you got on the map.Kurokami wrote:
Some players can miss a droplet but their spinner skills covering it and get more point than some SS record. Why they need to get fewer pp?
It's just an idea about how to handle a specific part of CTB.Kurokami wrote:
I think you still need to work on that formula since its aren't actualy countthe player's skill. Just how good their accuracy was.
They can be rewarded equally. And again, I repeat, my formula is based on a lot of assumptions. One really important point is how to determine MaxPP. Obviously, some maps are harder to SS and the reward for SSing them should be higher and so, MaxPP should be higher. Considering how tp works for standard, if there was something related to Accuracy, one could set MaxPP to be a percentage of this "Accuracy Difficulty Value". As tp re-calculates these values for mod plays, a HD play will have a higher value of Accuracy and MaxPP would be higher for a play with HD. So it is possible for a no-mod SS and a Hidden S to be equally (or similarly) rewared.Kurokami wrote:
Okay, I read them once again. And yeah my sentences were a bit bad. I wanted to mean no-mod SS and Hidden S. So how do you want to make difference between? Since they are almost the same but not really since sometimes "easier" to get SS than an fc with hidden. Well they are mostly special cases but still they are kinda at the same level (not counting FL). So I just want to know if you think they should be rewarded equaly or not. But yes at the end the reward for good accuracy instead of a punish for DP miss sounds much better. Of course I agree with the punishment too, since its not really that hard to get SS, I just don't think it should be high (a few pp which can stack is a good amount).
We'll have to wait on Tom94 for further details.Kurokami wrote:
Okay, thats enough for me. The rest was in your post anyways. If this will be implemented than finally I can get my first place back in my country. *.*
The main problem since CtB doesn't have accuracy it will be hard to implement something like this since it needs to be somewhat different than the rest of the modes. I wonder if peppy can do it. o.o
^ Exactly- Rii - wrote:
sometimes DT is even much harder than HR
when The map is = AR10 but under its not HarderBu Puppet wrote:
^ Exactly- Rii - wrote:
sometimes DT is even much harder than HR
when The map is = AR10 but under its not Harderdt+ar8 and up is hard and more difficult than hr sometimes