Yes Milord.
I don't know exactly how it's been done here, but I assume it's the same treatment as on tp (aim/speed/acc score attributes).nooblet wrote:
How does the HD mod affect pp - I know it's the easiest mod, so it's reasonable that it'd add very little (or none) pp for a score. My question is, just how small is this amount? Is it worth dropping a regular SS/99+% to a silver 98~%, or would that just decrease PP? I understand accuracy plays a huge role in the new system (I like it that way), so would the 1% out-weigh the HD mod, since accuracy affects PP exponentially close to SS?
Some maps are more difficult with HD, but imo getting 96% with HD on almost any map is a walk in the park compared to a 99+%/SS no-mod (yes I know there are exceptions, hence the almost), and the SS is easily out-scored by a mile. I know pp is not score-based, I'm just trying to say if the HD turns out to give more score and less PP it's almost impossible to go back unless you match the no-mod's accuracy with HD, which usually turns out to be a pain.
Thanks, that seems to be the case. I just tested it out, 94% S'd Remote Control (95 aim according to tp) compared to my previous 96% and got 9 PPRaneFire wrote:
I don't know exactly how it's been done here, but I assume it's the same treatment as on tp (aim/speed/acc score attributes).
HD affects your aim score, not your accuracy score, and will give you more bonus on maps with higher aim requirements. This can outweigh accuracy loss on maps which are easy to get accuracy, or alternatively very hard to aim on (aim > acc), getting away with a few % less. However, maps with a higher accuracy requirement than aim, will be negatively affected by losing any accuracy, even with HD's aim bonus (which will be very small in comparison to accuracy). In this case, 1% is enough to knock a Silver S below a nomod S.
Actually HD does affect accuracy a tiny bit on tp but it's only really noticeable if you get the same accuracy with and without HD.RaneFire wrote:
I don't know exactly how it's been done here, but I assume it's the same treatment as on tp (aim/speed/acc score attributes).nooblet wrote:
How does the HD mod affect pp - I know it's the easiest mod, so it's reasonable that it'd add very little (or none) pp for a score. My question is, just how small is this amount? Is it worth dropping a regular SS/99+% to a silver 98~%, or would that just decrease PP? I understand accuracy plays a huge role in the new system (I like it that way), so would the 1% out-weigh the HD mod, since accuracy affects PP exponentially close to SS?
Some maps are more difficult with HD, but imo getting 96% with HD on almost any map is a walk in the park compared to a 99+%/SS no-mod (yes I know there are exceptions, hence the almost), and the SS is easily out-scored by a mile. I know pp is not score-based, I'm just trying to say if the HD turns out to give more score and less PP it's almost impossible to go back unless you match the no-mod's accuracy with HD, which usually turns out to be a pain.
HD affects your aim score, not your accuracy score, and will give you more bonus on maps with higher aim requirements. This can outweigh accuracy loss on maps which are easy to get accuracy, or alternatively very hard to aim on (aim > acc), getting away with a few % less. However, maps with a higher accuracy requirement than aim, will be negatively affected by losing any accuracy, even with HD's aim bonus (which will be very small in comparison to accuracy). In this case, 1% is enough to knock a Silver S below a nomod S.
I've read the tp info and it says that "non-map-changing mods, Hidden and FlashLight, add a flat percentage bonus to the aim difficulty." I also went to find a map with an HD SS and a no-mod SS and the accuracy scores are the same. http://osutp.net/scores?bid=223397Almost wrote:
Actually HD does affect accuracy a tiny bit on tp but it's only really noticeable if you get the same accuracy with and without HD.
Depends on the map probably because I found a few maps where the accuracy was increased because of HD such as http://osutp.net/scores?bid=66105Mathsma wrote:
I've read the tp info and it says that "non-map-changing mods, Hidden and FlashLight, add a flat percentage bonus to the aim difficulty." I also went to find a map with an HD SS and a no-mod SS and the accuracy scores are the same. http://osutp.net/scores?bid=223397Almost wrote:
Actually HD does affect accuracy a tiny bit on tp but it's only really noticeable if you get the same accuracy with and without HD.
yeah seems i was being impatient with the updates, BUT, it DID dissapear for about 2 hours before suddenly reappearing which i find very strange. i shoulda screenshotted i spose, but i dont see how that can be due to a delayed update. Obviously the system updated, because it was removed from my top 10, then updated again later and put it backsilmarilen wrote:
Dalvoid wrote:
As a player with not that high a ranking I just want to say: it feels downright depressing to beat a score in your top 10 (I've done this 4 times today) and then not only not gain pp for it, but also have it drop from your top 10. it seems like this is happening because of accuracy being worse, but the fact that we cant choose which score is considered combined with the fact that higherscore=/= most pp anymore is INCREDIBLY frustrating. I feel like there's no point trying to fc things i haven't before or using mods because even if I manage a better score (the point of a rhythm game?) I might not necessarily see any gain from it. It feels like I'm being punished for trying to beat my score not rewarded.
EDIT: I just checked one of the situations where a rank dropped from my top 10. I played https://osu.ppy.sh/b/281672 and had an A rank 300ish combo FC being 584. This popped into my top 10 today for some reason (the score was old so i assumed from reshuffling of how the maps are measured). Anyway, i then proceeded to FC the map with a HIGHER accuracy, and now it is GONE from my top 10. No mods were used in either playthrough. Please someone explain this makes no sense to me.
it's still there man, what the hell are you smoking?
not sure where the changes are, but seems like ppv2 calculates HD slightly higher than tp does: http://puu.sh/6Ezcq.pngRaneFire wrote:
I don't know exactly how it's been done here, but I assume it's the same treatment as on tp (aim/speed/acc score attributes).nooblet wrote:
How does the HD mod affect pp - I know it's the easiest mod, so it's reasonable that it'd add very little (or none) pp for a score. My question is, just how small is this amount? Is it worth dropping a regular SS/99+% to a silver 98~%, or would that just decrease PP? I understand accuracy plays a huge role in the new system (I like it that way), so would the 1% out-weigh the HD mod, since accuracy affects PP exponentially close to SS?
Some maps are more difficult with HD, but imo getting 96% with HD on almost any map is a walk in the park compared to a 99+%/SS no-mod (yes I know there are exceptions, hence the almost), and the SS is easily out-scored by a mile. I know pp is not score-based, I'm just trying to say if the HD turns out to give more score and less PP it's almost impossible to go back unless you match the no-mod's accuracy with HD, which usually turns out to be a pain.
HD affects your aim score, not your accuracy score, and will give you more bonus on maps with higher aim requirements. This can outweigh accuracy loss on maps which are easy to get accuracy, or alternatively very hard to aim on (aim > acc), getting away with a few % less. However, maps with a higher accuracy requirement than aim, will be negatively affected by losing any accuracy, even with HD's aim bonus (which will be very small in comparison to accuracy). In this case, 1% is enough to knock a Silver S below a nomod S.
May not be due to tp's implementation, but rather the pp side of things. We'll have to wait for the wiki and see, but I'm guessing that there's still mod-weightings. Your HD,DT score is probably higher because there are less DT's in general on "Rainbow after snow" than there are on "Magic Girl". Although "Magic Girl" is a way more popular and contested map, I wonder how much of this is a factor.kamiyo-sama wrote:
not sure where the changes are, but seems like ppv2 calculates HD slightly higher than tp does: http://puu.sh/6Ezcq.png
The bonus to accuracy that HD gives is only a few percent. Unless the map gives a lot of accuracy tp already, you won't see any difference and even if it gives a lot of acc tp the difference is going to be like 2tp. http://osutp.net/scores?bid=98496 compare Mercurius and GokuriAlmost wrote:
Depends on the map probably because I found a few maps where the accuracy was increased because of HD such as http://osutp.net/scores?bid=66105Mathsma wrote:
I've read the tp info and it says that "non-map-changing mods, Hidden and FlashLight, add a flat percentage bonus to the aim difficulty." I also went to find a map with an HD SS and a no-mod SS and the accuracy scores are the same. http://osutp.net/scores?bid=223397
plsthelewa wrote:
yes I've suffered so much
being #3 instead of #2 is injustice
petition plsthelewa wrote:
yes I've suffered so much
being #3 instead of #2 is injustice
It's even more astounding that Gokuris 99.38% HR score gives more Acc value than ShadowSouls 99.28% HDHR score. I don't know how much HD should boost accuracy, but as it is in osutp (don't know if it's the same in pp right now) seems disproportional.thelewa wrote:
http://osutp.net/scores?bid=98496 compare Mercurius and Gokuri
The difficulty calculations are far from perfect, and they will continue to get tweaked in the future. Keep in mind, that a lot of this is very subjective, though, and you might find maps easier, that others find harder. Gotta agree with you on most of the examples, that you called, though.RaneFire wrote:
If you browse the "beatmap difficulty" page here, there are a lot of maps that should not be there, but for some reason they are considered difficult... It's weird; "Molella" map, "Wonderland", "Tori no Uta" feature on the 9th page sorted by difficulty with maps like "VALLIS-NERIA", "Jiyuu no Tsubasa", "Ningen Shikkaku", "Intersect Thunderbolt", which are obviously way harder than the former 3. (Haven't checked them all)
There's something weird going on, because this opens up farming by difficulty when there are maps that shouldn't be in that position. And they do give a considerable amount of pp, since I played them myself.
I'm not exactly sure how fair it'd be to further increase the map-length bonuses cap. Will consider it for the future.electrolytes wrote:
It's an odd case, but Winshley's SSH on paraparaMAX I seems a little underrated (at least on osu!tp), given the length and all. I suppose it's also hard to programmatically identify the occasional map where HD is harder than HR.
It is included to a very high degree.PlasticSmoothie wrote:
Are there any plans to include tp's difficulty calculator into the pp system? (Miiight be the wrong thread to ask this in, if so sorry)
1) That would add way more complexity to the algorithm, making it a lot harder to consider every score (since then every score has to be periodically checked for which rank it is). In addition to that - as mentioned multiple times - contest on maps is different. For instance way more good players play [Insane] maps than [Hard] maps and thus what you suggest would boost [Hard] maps without any solid reason.anticlone111 wrote:
Well, that system seems to work much better than previous one, but it's still far from perfect.
So i have a few complaints there:
1)Top score ranks on maps doesn't give anything at all, even 1's is worthless. You should definitely add pp boost for highscores,so we will see more competition for high ranks especially on hard maps.
For example:
Top 50 - 2% pp boost
Top 10 - 5% pp boost
Top 1 - 15% pp boost
2)Hidden should affect accuracy much more.
3)Short maps and fullscreen jumps - OP.
4)If anyone can farm pp without even getting in top50, how you will ever been able to track down cheaters?
5)Waiting for pattern difficulty recognition.
You still can add pp bonus only for 1'st places, that doesn't seems to add too much complexity.Why would it would boost hard maps, if hard maps already weighted lower and i am talking about percentage pp boost.Tom94 wrote:
1) That would add way more complexity to the algorithm, making it a lot harder to consider every score (since then every score has to be periodically checked for which rank it is). In addition to that - as mentioned multiple times - contest on maps is different. For instance way more good players play [Insane] maps than [Hard] maps and thus what you suggest would boost [Hard] maps without any solid reason.
anticlone111 wrote:
You still can add pp bonus only for 1'st places, that doesn't seems to add too much complexity.Why would it would boost hard maps, if hard maps already weighted lower and i am talking about percentage pp boost.
And doesn't many cheaters get caught only because of user reports?
Giving a pp bonus while taking rank into consideration is just illogical with the score system.anticlone111 wrote:
You still can add pp bonus only for 1'st places, that doesn't seems to add too much complexity.Why would it would boost hard maps, if hard maps already weighted lower and i am talking about percentage pp boost.Tom94 wrote:
1) That would add way more complexity to the algorithm, making it a lot harder to consider every score (since then every score has to be periodically checked for which rank it is). In addition to that - as mentioned multiple times - contest on maps is different. For instance way more good players play [Insane] maps than [Hard] maps and thus what you suggest would boost [Hard] maps without any solid reason.
And doesn't many cheaters get caught only because of user reports?
I laughed. That's a good point though. generally I think it's been pretty frustrating to gain a good score on a map that's highly contested and you gained nothing for it because it depended too much on rank. In reverse, I felt pretty bad when I played a map that was barely contested. I've had the feeling that my pp was undeserved. So rank shouldn't correlate with pp at all, I totally agree.Aqo wrote:
rank on maps has nothing to do with contest anyway
it's not like if you get #1 on a certain map you're the #1 player in the world who can play that map better than everybody else, it just means rrtyui didn't play it yet
ThisKert wrote:
http://osu.ppy.sh/b/269963?m=0 - random DT gives more points than
http://osu.ppy.sh/b/96095?m=0 with HR
http://osu.ppy.sh/b/49067?m=0 gives way too much points, cosnsidering it's a lot easier than any of the above
In general I feel that DT gives qute a lot more than it should and HR on really small circles isn't as rewarding
And also FL?
FL is not favoured at all?
http://osu.ppy.sh/s/18156 - this must be one of my top plays, yet it's nowhere close
(my assumption is results are ordered almost in the same way as in tp)
Maybe I wasn't clear enough or maybe I didn't quite understand just now, dunno. I meant the local top score. Some days ago I've read about complaints that you need a local top score to gain pp even though you might do something that is more impressive but it doesn't give any pp since it's not your personal top score or you might even lose pp because of a higher score. For example you have:buny wrote:
pp doesn't take score into consideration because all ranks count towards pp now
Omgforz wrote:
Yes, please weigh hidden a lot more, because obviously you have to re-learn rhythm and accuracy when playing hidden. nomod od and hidden od are like 2 different worlds.
Playing with hidden is as if the od has been doubled.
About the acc value:Ziggo wrote:
It's even more astounding that Gokuris 99.38% HR score gives more Acc value than ShadowSouls 99.28% HDHR score. I don't know how much HD should boost accuracy, but as it is in osutp (don't know if it's the same in pp right now) seems disproportional.
RaneFire wrote:
HD affects your aim score, not your accuracy score, and will give you more bonus on maps with higher aim requirements. This can outweigh accuracy loss on maps which are easy to get accuracy, or alternatively very hard to aim on (aim > acc), getting away with a few % less. However, maps with a higher accuracy requirement than aim, will be negatively affected by losing any accuracy, even with HD's aim bonus (which will be very small in comparison to accuracy). In this case, 1% is enough to knock a Silver S below a nomod S.
What you experienced was probably connected to another score you made previously. Your online top-score in a particular map is still the only score that counts towards your pp on that map.Illus wrote:
[...] And I recently experienced that things didn't happen like that.
So I wondered if that's been changed.
sorry i missed a bit of your previous postIllus wrote:
Maybe I wasn't clear enough or maybe I didn't quite understand just now, dunno. I meant the local top score. Some days ago I've read about complaints that you need a local top score to gain pp even though you might do something that is more impressive but it doesn't give any pp since it's not your personal top score or you might even lose pp because of a higher score. For example you have:buny wrote:
pp doesn't take score into consideration because all ranks count towards pp now
10 million pts., 800 combo, 94%, afterwards you have a try with
8 million pts., 700 combo, 98%.
The second try gave no pp, even though you were actually better on the map.
Or you have:
8.5 million pts., 700 combo, 93%, DT, afterwards you'll have
12 million pts., 900 combo, 99%, nomod.
And you lose a bunch of pp.
Those kinds of things were complained about. And I recently experienced that things didn't happen like that.
So I wondered if that's been changed.
I guess what you're saying might be true for high level players, I can't tell. For low level players this might be different, though. Let me give you an example on that.Tom94 wrote:
2) Also answering all the other people who gave feedback on this: I disagree, that hidden should affect accuracy more. Playing with the rhythm of the map is not very connected to reading the map. The small bonus is gives to accuracy is only there to make up for rare pattern misreads, that might occur while playing with it.
This translates to: the less you can read the map, the more HD would expose the fact that you can't read it as you will no longer be able to catch stuff you couldn't read ahead by their approach circles. The system is supposed to rate you for how well you can play, and not compensate you for stuff you can't play.Ziggo wrote:
With 95% no mod, I will get about 91% with HD. With 90% no mod, I will get about 83% with HD. So the lower my initial accuracy is, the more HD will lower my accuracy.
Uhm, no? This happens even if I can read 100% of the map. It's just that hitting accurately without approach circles is way harder when you are barely able to play a certain OD.Aqo wrote:
This translates to: the less you can read the map, the more HD would expose the fact that you can't read it as you will no longer be able to catch stuff you couldn't read ahead by their approach circles. The system is supposed to rate you for how well you can play, and not compensate you for stuff you can't play.Ziggo wrote:
With 95% no mod, I will get about 91% with HD. With 90% no mod, I will get about 83% with HD. So the lower my initial accuracy is, the more HD will lower my accuracy.
I was only talking about the OD right there. Anyway, if it's a reading problem, then this would just support my proposal even more. Like Tom said, the current Acc bonus for HD is to compensate reading errors. So on scores with more reading errors the Acc bonus should be higher as well.Aqo wrote:
If you are "barely able to play" it then you're not in a state you can say you can read the map 100%.
This is why I don't understand why HR and HD have the same rate score.RaneFire wrote:
[...]
100% agree. I have absolutely no problem with hd accuracy. Aim is more of a problemAqo wrote:
Ziggo, you're supposed to read accuracy by the music, not by looking at approach circles. If you play correctly HD has no impact on acc reading difficulty ;v only on the positions where you land, which is why aim makes sense.
are you for realOmgforz wrote:
Yes, please weigh hidden a lot more, because obviously you have to re-learn rhythm and accuracy when playing hidden. nomod od and hidden od are like 2 different worlds.
Playing with hidden is as if the od has been doubled.
I can't give any answers regarding your first suggestion yet. The algorithm will be openly described in a wiki artivle, which I will write as soon as I have the time. I am currently very busy with personal things and the wiki article has the highest priority directly followed by pp for the other gamemodes of what I will be doing afterwards. ETA for the wiki article is in a bit over a week.Sephibro wrote:
SPOILERJust a little suggestion here
It would be cool and useful if you added some details on the Top Performance, like the mods
the algorithm seems working very well (btw, when will it be open?)
Those bonuses don't really mean anything in terms of rank any more. The only reason why they aren't changed is because it's too late to change them.MiniTokki wrote:
This is why I don't understand why HR and HD have the same rate score.RaneFire wrote:
[...]
And I can said the same for DT and FL.
Mods have to be balanced imo, because they aren't.
Some players can get better accuracy on HD than they can without it so it would more likely unbalance the system.Ziggo wrote:
When I manage to get 98% no mod on a certain map, I will probably get about 96% with HD. With 95% no mod, I will get about 91% with HD. With 90% no mod, I will get about 83% with HD. So the lower my initial accuracy is, the more HD will lower my accuracy. To counter this, HD should maybe give a relative bonus according to the achieved accuracy, instead of a static multiplication bonus. That way high level plays with high accuracy will not be influenced, but HD keeps being viable on lower levels. What do you guys think about that?
He would lose pp if he beats the score without DT. If he had a non-DT score the DT score wouldn't count.Shenanigans wrote:
Wait a second, so only your best score would get recorded for pp?
WubWoofWolf got about a 500 combo on Remote Control with HD and DT, but getting full combo on no mod would get him a higher score but less pp. So if he max combo'd with no mod FIRST (hypothetically) and then got about a 500 on HD and DT, would that not count for pp? Because on his profile even that low score counted for a ton.
That seems like a slightly flawed system. I noticed the same thing before ppv2 with high accuracy and no mod vs low accuracy and DTFull Tablet wrote:
He would lose pp if he beats the score without DT. If he had a non-DT score the DT score wouldn't count.Shenanigans wrote:
Wait a second, so only your best score would get recorded for pp?
WubWoofWolf got about a 500 combo on Remote Control with HD and DT, but getting full combo on no mod would get him a higher score but less pp. So if he max combo'd with no mod FIRST (hypothetically) and then got about a 500 on HD and DT, would that not count for pp? Because on his profile even that low score counted for a ton.
Why would it influence your aim but not your accuracy? If your timing is the same and the position of the circles is the same... I don't get it, guess I'm just weird or something.Soarezi wrote:
100% agree. I have absolutely no problem with hd accuracy. Aim is more of a problemAqo wrote:
Ziggo, you're supposed to read accuracy by the music, not by looking at approach circles. If you play correctly HD has no impact on acc reading difficulty ;v only on the positions where you land, which is why aim makes sense.
This has been discussed multiple times in this thread already. It's a known issue which I wish could be resolve, but it's not as easy as it seems, dealing wiith the huge amount of scores that exist.HoboEater wrote:
That seems like a slightly flawed system. I noticed the same thing before ppv2 with high accuracy and no mod vs low accuracy and DT
It's the exact opposite for me, so I guess it depends on your personal strengths.Mickiemoemoe wrote:
The system feels like it weighs high accuracy too heavily over actual map difficulty.
that was the issue of peppy's ppv2Mickiemoemoe wrote:
The system feels like it weighs high accuracy too heavily over actual map difficulty.
Hidden forces you to "remember" where circles are so you aren't all accurate in positioning your cursor with it. It's also a lot harder to play things that are difficult for you to read with hidden on and a large part of aim is being able to read. Accuracy on the other hand doesn't really get affected at all since OD is unaffected. The only more difficult to accuracy things are the ones with poor flow and sections that require a large amount of guess work (and it's only really harder on sight reading most of the time).Ziggo wrote:
Why would it influence your aim but not your accuracy? If your timing is the same and the position of the circles is the same... I don't get it, guess I'm just weird or something.
ppv1 had so many flaws...Sephibro wrote:
(ppv1 didn't have so many flaws btw)
Barely passing a hard beatmap might not reward you as much pp as getting a good score on an easier one.[ Zetka ] wrote:
Kind of enjoying a nice consistent rise in ranks but what I'm not so sure about is how I can spend ages working on a really hard beatmap and when I finally complete it it doesn't count anything towards my pp at all. But if I go and find the easiest beatmap I have, wack on a few mods and get a good score really easily, that gives me loads of pp. Don't quite understand that at all :/
Brian OA wrote:
Barely passing a hard beatmap might not reward you as much pp as getting a good score on an easier one.
Yet when you get a good score on the hard beatmap you'll get much more than the easy one.[ Zetka ] wrote:
Brian OA wrote:
Barely passing a hard beatmap might not reward you as much pp as getting a good score on an easier one.
Yes that is what I've found, what I mean is it when it takes a really tough performance to complete a hard beatmap you get 0 pp but when it takes 0 effort to get a good score on an easy beatmapyou get loads of pp, so the fact they're called performance points isn't making much sense to me
but for 12k noob like me... and its pluto dude.Luna wrote:
Well, #962 doesn't look like a particularly good performance
Brian OA wrote:
Look at it this way: the system rewards good performance, and your performance on both maps aren't the same. You did poorly on the hard beatmap, so there'd be no sense in rewarding you for it. However, you did well on the easy one, so there's a reward for you. You've effectively gotten every pp that score was worth. The thing is the same can't be said of the hard map.
Yes.ks- wrote:
Current system seems like a relatively fun and fair one.
However, I don't quite understand how I got a big load of PP from https://osu.ppy.sh/b/136649?m=0 (Insane) by getting rank #2573, 96,02% acc and 379 combo (out of the possible 777). Does the system consider that map difficult enough to give a rank 19k a lot of PP even if the performance is really not that good? I'm very confused.
HD was used to give cheap n' easy PP for pretty much no work on most maps. It is treated as such in ppv2, because this is a rating of skill, not freebies.dennischan wrote:
SPOILERI still think that HD weighted too lightly...
It can be hard for HD in maps
i) have both 1/2 , 1/3 , 1/4 music spacing (the change half a beat and a third of a beat throws people off)
ii) maps that have poor flow
iii) maps with jumps
iv) old maps (before 2010) (they've got strange spacing and strange beats)
IN those cases, HD should be weighted a lot more because it's significantly harder to play those maps with HD
Even in normal cases, HD is weighted far too lightly. A bonus of about 3% is just too small for most maps.
I think that HD should be weighted to about 5-6%, as a bonus for people who play HD
Also, the EZ mod should be rewarded, not punished, because it's actually harder to play with EZ than without...
(IN maps with high AR, it is impossible to play EZ)
What's more is that FL mod should also be rewarded more as in most cases it's incredibly hard to play FL
(if you don't use multiscreens)
That's all for now, thanks for listening
p.s. A great thanks to Tom for the new ppv2!
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What.StormR1d3r wrote:
Airman is only hard if you can't aim it, so why not weight it lightly?
I see. Thank you for the clarification.RaneFire wrote:
Yes.ks- wrote:
Current system seems like a relatively fun and fair one.
However, I don't quite understand how I got a big load of PP from https://osu.ppy.sh/b/136649?m=0 (Insane) by getting rank #2573, 96,02% acc and 379 combo (out of the possible 777). Does the system consider that map difficult enough to give a rank 19k a lot of PP even if the performance is really not that good? I'm very confused.
Rank (insert #2573 here) is not considered. It gauges your performance on an individual basis using the map difficulty algorithm. If that was a good play, you'll get rewarded, whether the map is highly contested and putting you down 2500 ranks or not.
StormR1d3r wrote:
2nooblet
Make a map full of jumps on AR6 and a speed on which you can hit 200-300 notes nomod in a combo before it becomes too hard to maintain it, then try to see if you can get the same amount of hits with HD and give us results. You'll see that HD makes jumps harder.
What Wishy said, or you're talking about [easy] or [normal] diffs if you're saying AR6. In that case, the specifics in PP probably don't affect them as much anyways, so just play harder maps if you want PP. There's no real point for doing a difficult AR6 map...Wishy wrote:
Learning to play HD is easy.
HD is hard on ultra low AR maps which are non-existent, and on most of them you just add HR.
I'd like to see someone play Chocobo with HR.Wishy wrote:
Learning to play HD is easy.
HD is hard on ultra low AR maps which are non-existent, and on most of them you just add HR.
I've been doing it for several months and it's worked out for me just fine.nooblet wrote:
but who seriously sight reads with HD all the time?
Because some people find HD easier you want to nerf the bonus for everyone? Make sense.pielak213 wrote:
Hidden is also easier for some people.
Thanks for pointing that one out. Mods aren't getting any special treatment - they are simply applied to the map and then a new difficulty is calculated with the exact same algorithm that also runs on nomod maps. The revolution deathsquad vs 'Sayonara Goodbye' thingie is definitely something I need to address, though. It mostly is connected to the insanely high map-length, since the map itself would be as easy, if not easier than 'Sayonara Goodbye' if it had only a 717 max-combo.GladiOol wrote:
I haven't really examined my scores when I did some TP farming 2 months ago, but from what I can tell is that mods give a huge bonus compared to no mod. And what I mean is that a 'no mod' map gives far less PP than it should compared to a random map with DT. I see a lot of maps with only a few FCs and it gives far less PP than a random DT map where the entire top 50 is DT.
I mean, a pretty easy 'Sayonara Goodbye' DT map is worth as much as an FC on Revolution Deathsquad. That's insanity to say the least. Nearly nobody is capable of FCing that map yet Sayonara Goodbye is completely filled with DT scores in the top 50.
It's a bit like strain values on attention span and nerves, isn't it? That and also all the spaced streams in dragonforce maps makes messing up your combo really easy because there's so much movement, the chance of being 1 note ahead/behind at some point is quite high.Tom94 wrote:
Thanks for pointing that one out. Mods aren't getting any special treatment - they are simply applied to the map and then a new difficulty is calculated with the exact same algorithm that also runs on nomod maps. The revolution deathsquad vs 'Sayonara Goodbye' thingie is definitely something I need to address, though. It mostly is connected to the insanely high map-length, since the map itself would be as easy, if not easier than 'Sayonara Goodbye' if it had only a 717 max-combo.