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Performance Points feedback and suggestions (Catch the Beat)

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Rorona

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?
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.

But what bomber said was right, HD should still count more than an SS even though an SSH might be easier for some people to do on AR9+ maps.
Suikami

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 ? :^)

Yes, some maps are even harder with HD (even with AR9, 0108 again here it comes).

Also.....add something again ? damn i want my #49 back lol
shiori_old2
I use my poor english

Difficulty comes from 'from left to right and how fast it is'

Just like https://osu.ppy.sh/p/beatmap?b=142954&m=2
It is very hard.
jump, jump and jump; and fast

and this https://osu.ppy.sh/p/beatmap?b=64267&m=2
this is almost impossible for most players
somewhere, notes gos far and fast

Also, AR9 is much easier than AR10
Even DT is easier than HR (though I cannot pass AR9+DT :P)

Some jumps without hi-dash(red fruits):
there is a note A and a note B
1. you must dash to catch B immediately after you get A
2. you can wait for a little momment to catch B after you get A

Obviously, 1 is harder than 2 ---- it is the limit to make 'red fruits' NOT appear
[Super Shock]_old
o/
DeathXHunter

[Super Shock] wrote:

The only thing I what please is too Fix the top Rangs on Profile
AHAHAHAHA
Laharl

[Super Shock] wrote:

The only thing I what please is too Fix the top Rangs on Profile
Just get the hell out of this thread, thanks.
[Super Shock]_old
o/
iiyo
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
autofanboy

[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

---------------------------------------------------------

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. Mods
The 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 point
I 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. Accuracy
The 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.
-Ryuujii-

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
Who said pp was gonna be remove ..
Haron_old_1
I want peppy do that PPv2 depends on SPINNERS!!! #1 in "your" mod - much more pp.
Bad english, yea...
Kingkevin30

Haron wrote:

I want peppy do that PPv2 depends on SPINNERS!!! #1 in "your" mod - much more pp.
Bad english, yea...
100% Kingkevin30 aprroved, Spinners are the Soul of every Map :) so PP-Rain for all the Spinner lovers <3
DeathXHunter
No.
119410501

DeathXHunter wrote:

No.
autofanboy

Haron wrote:

I want peppy do that PPv2 depends on SPINNERS!!! #1 in "your" mod - much more pp.
Bad english, yea...
Yus

though i got nub spin
Laharl
+4

Spinners are fine as they were before the non-functional "update". Well, maybe they had a somewhat too high influence on PP but I guess it's too difficult to neglect that when it comes to rankings & stuff.

Example:
A : 5650 Score
B : 5649 Score (1 Spinner less than A)
C : 5647 Score (2 spinners less than B, 3 less than A)
D : 5644 Score (3 less than C, 6 less than A)
E : 5640 Score (4 less than D, 10 less than A)

Let's assume they have all HD 100%.

I think A would get way more PP than the rest in the last sytsem (while D would get next to no PPs) which had to do with the rankings of the map. I can't think of a way to make the spins' influence lower.

More interesting in terms of spins are the following two:

No-spinner-map:

A, B, C & D: 5650 Score, HD 100%
E: 5650 - 10 Score, HD 99,xx%

Here, E'd get absolutely no PPs for FCing the map since he didn't get SS while A - D would get the full amount of PP since they're theoretically all on the same position in terms of ranking.

It'd be much easier if there would be a definite PP for Rank X - Y (100%) on zero-spinner-maps and a penalty for those who didn't get SS, but not that huge.


Another one's this:

A: 5651 Score, 100%
B: 5650 - 10 Score, 99,xx%
C: 5649 Score, 100%

A'd get the most PP here, that's for sure I guess, while I think C'd get more PP than B because he got 100% on the map.

That's a pretty basical problem the new system has to deal with - what's worth more? 100% or more spin?

It surely has been 100% in the old system.
eldnl
I guess you can leave OD out of this discussion because it doesn't affect the ctb gameplay.
Another thing to add: Do not give more pp for ctb difficulties, they should be rated as every other map, as some people said, there are some non-specific maps that are way harder than ctb specific ones.
-PM-

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.
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:

2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.

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.
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.

Therefore, i disagree absolutely about make less weight pp of SS and FL on ppv2! They're have to keep on going like ppv1!
- My opinion
DeathXHunter
Totally not biased *cough* http://puu.sh/6HeMy.png

He said it should be less considered than it is in ppv1 and not totally ignored because it's infact the easiest mode to get an SS. About FL,I don't care,it's shit anyways.
CLSW
Pessimism everywhere...
Have you ever tried to be SS player and FL? It's just like someone who can't pass some beatmap criticizes like 'OMG THIS MAP IS SHIT'

About FL,I don't care,it's shit anyways.
Oh well, I hate FL, too. But please, this is a discussion.

I said that as a CtB player, not as a Korean.

I'm not a pro FL player so I won't, but about the SS, 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.
autofanboy
Aight then

So there should be a function that can calculate what mod the player rely on.

For example:
(A player's records)
HR FC - 20
DT FC - 10
HD FC - 55
FL FC - 200

So he relied on FL more than the other mods, so when he uses FL on the other maps/diffs, he may get less pp than using other mods.
eldnl
FL is the hardest mod so far in AR9+
ZiRoX

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.
Notation used in this post:
AF = Acumulated Frequency of all groups with less droplet misses
DF = Diminishing Factor (where 0 < DF < 1)
BPF = Best Performance Factor (BPF > 1, here it is assumed that BPF = 1.01)

This seems like a good idea. And it can be worked, and here's an way: plays are sorted by droplet misses and the frequency of users with 'x' droplets misses is calculated. For the group with less droplet misses, pp given (BestPP) might be calculated as BestPP = MaxPP/BPF^(Droplet Misses). For the following groups, PP might be calculated as PP = floor(BestPP*(1- AF)^DF) (you'll see the reason for this DF later)

I'll do 4 examples, two assuming DF = 1 (Case A) and two assuming DF = 0.1 (Case B). In both cases, one example will be with players having 0 droplet misses and the other one with best plays having (at least) 1 droplet miss. Also, we'll assume the maps gives 100pp max and all scores are FC no mod.

Case A: DF = 1
A-1: There are plays with 0 droplet misses, so we'll consider the following distribution:

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 A would get 100pp (max possible, BestPP = 100/1.01^0 = 100)
For Group B, AF = 5%. So, PP_B= 100*(1-0.05) = 95
For Group C, AF= 5% + 15% = 20%. Therefore, PP_C = 100*(1-0.2) = 80
Similarly, PP_D = 55, PP_E = 25, PP_F = 10

A-2: Best play has (at least) 1 droplet miss, so we'll consider the following distribution:

Group Class       Users' frequency     Droplet Misses
E 10% 5
D 15% 4
C 30% 3
B 25% 2
A 20% 1

Group A would get BestPP = 100/1.01^1 = 99 pp
For Group B, AF = 20%. So, PP_B = 99*(1-0.2) = 79pp
Similarly, PP_C = 54, PP_D = 25, PP_E = 10

PP diminishing for missing droplets seems to harsh, so now I'll repeat the whole process considering DF = 0.1:

Case B: DF = 0.1
B-1: There are plays with 0 droplet misses, so we'll consider the following distribution:

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 A would get 100pp (max possible, BestPP = 100/1.01^0 = 100)
For Group B, AF = 5%. So, PP_B= 100*(1-0.05)^0.1 = 99
For Group C, AF= 5% + 15% = 20%. Therefore, PP_C = 100*(1-0.2)^0.02 = 97
Similarly, PP_D = 94, PP_E = 87, PP_F = 79

B-2: Best play has (at least) 1 droplet miss, so we'll consider the following distribution:

Group Class       Users' frequency     Droplet Misses
E 10% 5
D 15% 4
C 30% 3
B 25% 2
A 20% 1
Group A would get BestPP = 100/1.01^1 = 99
For Group B, AF = 20%. So, PP_B = 99*(1-0.2)^0.1 = 96
Similarly, PP_C = 93, PP_D = 86, PP_E = 78

Some ideas left:
* BPF could change based on the difficulty of catching all the droplets: maps where catching the droplets is harder should have a lower BPF
* The term BPF^(Droplet misses) could be capped at some value, e.g., 1.1.
* How can this be incorporated considering all other variables (accuracy, spinners, mods)? Maybe it could be a percentage of "accuracy".

PS: Sorry if I made any mistakes while writing this!

EDIT: Just noticed this doesn't work for certain cases. Gonna think about it later

EDIT2: Ok, I think I got it. The special case it wasn't going to work was when there's a group class with ~0% frequency, as that class and the next one would get almost the same ammount of pp (thus making catching that extra droplet worthless).

UPDATE
The new approach I'd try would be: for each class, calculate its max pp possible (TopPP) according to droplet misses, using the same formula for BestPP, i.e., TopPP = floor(MapPP/BPF^(Droplet Misses)). Now, for each class, calculate its real pp using a diminishing formula based on acumulated frequency, as PP = floor(TopPP*(1-AF)^DF).

Now, I'll use one of the examples from above but calculate map pp worth using those new formulas. Also, I'll show one case of a harder to SS map.

Example 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

TopPP_A = floor(100/1.01^0) = 100
PP_A = floor(100*(1-0)^0.1) = 100

TopPP_B = floor(100/1.01^1) = 99
PP_B = floor(99*(1-0.05)^0.1) = 98

TopPP_C = floor(100/1.01^2) = 98
PP_C = floor(98*(1-0.2)^0.1) = 95

TopPP_D = floor(100/1.01^3) = 97
PP_D = floor(97*(1-0.45)^0.1) = 91

TopPP_E = floor(100/1.01^4) = 96
PP_E = floor(96*(1-0.75)^0.1) = 83

TopPP_F = floor(100/1.01^5) = 95
PP_F = floor(95*(1-0.9)^0.1) = 75

Example 2: This is a harder to SS map, as there are 5% user with 0, 1 or 2 droplets misses.
Group Class       Users' frequency     Droplet Misses
F 30% 5
E 40% 4
D 25% 3
C 4% 2
B 0% 1
A 1% 0

TopPP_A = floor(100/1.01^0) = 100
PP_A = floor(100*(1-0)^0.1) = 100

TopPP_B = floor(100/1.01^1) = 99
PP_B = floor(99*(1-0.01)^0.1) = 98

TopPP_C = floor(100/1.01^2) = 98
PP_C = floor(98*(1-0.01)^0.1) = 97

TopPP_D = floor(100/1.01^3) = 97
PP_D = floor(97*(1-0.05)^0.1) = 96

TopPP_E = floor(100/1.01^4) = 96
PP_E = floor(96*(1-0.3)^0.1) = 92

TopPP_F = floor(100/1.01^5) = 95
PP_F = floor(95*(1-0.7)^0.1) = 84

When the map is harder to SS, less players concentrate on classes with less droplets misses and the decreasing factor based on AF is not that harsh.
elezaya
Two-three days ago I was 100K+ rank now 21K(according to bancho bot IG).
And honestly I'm not the best player but I always aim for the S rank.
It could use a nerf because its now really easy to get a decent rank while you suck(reffering to myself :cry: )
DeletedUser_500696
Uh I'm going to try to reply to zirox's post :oops:. I think the idea looks good, 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. 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. 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...)
ZiRoX

-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.
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:

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.
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:

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...)
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.

Actually, I think it should be punished more, so I'll think a little bit more about this later.
ZiRoX
Sorry for double post, but I made this intentionally, as I felt this deserves its own post

Update on the Formula
As I found the punishment for droplet misses wasn't enough, I thought of a new way to make it harsher. Also, I thought of a way to make it related to the total ammount of droplets in the maps (it's not the same to miss 1 out of 5 droplets than missing 1 out of 100). So, here's the notation I'll use:

MaxPP = Maximum Droplet pp Contribution
TopPP = Maximum pp posible for each class of players (based on droplet misses)
PP = Actual pp given to a class
AF = Acumulated Frequency of all groups with less droplet misses
DF = Diminishing Factor (where 0 < DF < 1)
LL = Lower Limit, percentage of pp a player missing all droplets will get (a number between 0 and 1), based only on droplet misses. It can't be 0.
TD = Total Droplets, the number of droplets of the map.
x = Number of droplet misses

1] Calculate the TopPP for each class using the following formula:
TopPP = floor(MaxPP*exp(x*ln(LL)/TD))

2] Calculate PP given using the diminishing formula based on AF:
PP = floor(TopPP*(1-AF)^DF)

So, now I'll work 4 different examples to show how this formula behaves. Two cases will have TD = 3 droplets and two will have TD = 7 droplets. Also, one map will be harder to SS than the other. They also assume LL = 0.5 and DF = 0.5

Case A: 3 Droplets total
For these maps, the TopPP for each class are:
TopPP_A = floor(100*exp(0*ln(0.5)/3)) = 100
TopPP_B = floor(100*exp(1*ln(0.5)/3)) = 79
TopPP_C = floor(100*exp(2*ln(0.5)/3)) = 62
TopPP_D = floor(100*exp(3*ln(0.5)/3)) = 50

Example A-1: Easy Map
Group Class       Users' frequency     Droplet Misses
D 10% 3
C 20% 2
B 40% 1
A 30% 0

For this distribution, the actual PP given for each class are:
PP_A = floor(100*(1-0)^0.5) = 100
PP_B = floor(79*(1-0.3)^0.5) = 66
PP_C = floor(62*(1-0.7)^0.5) = 33
PP_D = floor(50*(1-0.9)^0.5) = 15

Example A-2: Hard Map
Group Class       Users' frequency     Droplet Misses
D 10% 3
C 70% 2
B 15% 1
A 5% 0

For this distribution, the actual PP given for each class are:
PP_A = floor(100*(1-0)^0.5) = 100
PP_B = floor(79*(1-0.05)^0.5) = 76
PP_C = floor(62*(1-0.2)^0.5) = 55
PP_D = floor(50*(1-0.9)^0.5) = 15

Case B: 7 Droplets total
For these maps, the TopPP for each class are:
TopPP_A = floor(100*exp(0*ln(0.5)/7)) = 100
TopPP_B = floor(100*exp(1*ln(0.5)/7)) = 90
TopPP_C = floor(100*exp(2*ln(0.5)/7)) = 82
TopPP_D = floor(100*exp(3*ln(0.5)/7)) = 74
TopPP_E = floor(100*exp(4*ln(0.5)/7)) = 67
TopPP_F = floor(100*exp(5*ln(0.5)/7)) = 60
TopPP_G = floor(100*exp(6*ln(0.5)/7)) = 55
TopPP_H = floor(100*exp(7*ln(0.5)/7)) = 50

Example B-1: Easy Map
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

For this distribution, the actual PP given for each class are:
PP_A = floor(100*(1-0)^0.5) = 100
PP_B = floor(90*(1-0.3)^0.5) = 75
PP_C = floor(82*(1-0.5)^0.5) = 57
PP_D = floor(74*(1-0.65)^0.5) = 43
PP_E = floor(67*(1-0.75)^0.5) = 33
PP_F = floor(60*(1-0.8)^0.5) = 26
PP_G = floor(55*(1-0.9)^0.5) = 17
PP_H = floor(50*(1-0.95)^0.5) = 11

Example B-2: Hard Map
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

For this distribution, the actual PP given for each class are:
PP_A = floor(100*(1-0)^0.5) = 100
PP_B = floor(90*(1-0.05)^0.5) = 87
PP_C = floor(82*(1-0.1)^0.5) = 77
PP_D = floor(74*(1-0.2)^0.5) = 66
PP_E = floor(67*(1-0.4)^0.5) = 51
PP_F = floor(60*(1-0.7)^0.5) = 32
PP_G = floor(55*(1-0.85)^0.5) = 21
PP_H = floor(50*(1-0.95)^0.5) = 11

Comments
* In my opinion, this formula works well. Anyway, LL and DF can be adjusted.
Ioka

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.
Zak
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...
ZiRoX

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...
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.
Ioka

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.
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

Amir wrote:

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.
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.
How tp works for standard: http://osutp.net/info, the difficulty is calculated by an algorithm.
Kurokami
Tell me why a droplet miss needs to be punished harshly? Have you every tried a really hard map with Hidden where the SV went up and the horizontal sliders were really hard to SS? This kind of change is not really has effect at Standard since most good players can handle it easily, but in CtB the map difficulty is a bit lower tho catching droplet sometimes really hard even w/o mod. And in CtB one droplet is only count 10 point step asside from the max combo since it has no effect on it. That 10 point really worth that kind of punishment? 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?

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.
Tenshichan

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?
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.
xXLei_Js_xX
!
Kurokami

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.
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:

1 dp miss = -2 pp
2 dp miss = -4,5pp
3 dp miss = -7pp
etc

And maybe that "extra" point can be removed if this is the player is new at that level.

Well this is just a small example, but I think this can be fair enough to all players. I hope its clear enough since I'm kinda tired today. orz
Tenshichan

Kurokami wrote:

Yes, it needs to be rewarded but just if the map is hard enough.
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:

But its impossible to a Ai to determine how hard is a map truly.
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:

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.
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:

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[...]
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 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
Agree, but you are contradicting yourself here.

Edit: Zirox formula is actually pretty solid. The only problem I see there is to implement it.
Kurokami
*deleted content*

Forgot everything, I'm tired. I will read it trough once again with a clear head then answer to your post.
Zak
I think instead of being punished for missing droplets, you should get small bonuses for really nice accuracy on certain maps. Take this for example, there isn't a single HD SS so if someone ends up doing it they should receive a bonus for being able to. Now i'm not saying people should get large bonuses or anything but I think maybe getting a extra few pp as a bonus for doing better than most is better than punishing everyone who misses droplets.
Tenshichan

Zak wrote:

I think instead of being punished for missing droplets, you should get small bonuses for really nice accuracy on certain maps.
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".
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