Gonna try and share some of my thoughts on this by expanding upon others ideas, personally I wouldn't mind seeing pp gone completely, but if we're going to have it hopefully we can get it right this time.
Also please make it so Cups and Salads stop giving gigantic amounts of pp, sure they're ctb maps that will usually be hard with mods but they're still not hard enough to give the amount they do currently.
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?)
Also please make it so Cups and Salads stop giving gigantic amounts of pp, sure they're ctb maps that will usually be hard with mods but they're still not hard enough to give the amount they do currently.