4->1->2->3 for me, but thats cause i find kat heavy patterns harder than don heavy ones.
ofc you can'tLuna wrote:
By that logic I can't read 400 BPM monocolor streams
WemadeFOX-solo wrote:
So i keep losing ranking by playing normals and fcing it with 99~100%, is this part of the new pp system which try to promote to play harder beatmaps or it wont be part of the new pp system and is just being not functional?
2>1=4>3LunaticP wrote:
Orukaa is not a human at all,no need to kill your hand because of this....
Now the true question come,and this may brings problem because of two common playing style
Select the one you think the hardest
1. ddk k k ddk k k
2. ddk d d ddk d d
3. ddk d k ddk d k
4. ddk k d ddk k d
This result will be put into my program as well
Except we're trying to judge map difficulty and player skill, not rank maps or judge map quality. If a guy gets a good score on a ridiculously stupid and difficult ranked map, it should count for skill, as long as it's already ranked. Getting a good score on a difficult map of bad quality is still getting a good score on a difficult map.lolcubes wrote:
Imagine if any retarded taiko specific maps are allowed to get ranked. It's kinda the same.
well, some people actually have fun through FL. It gives players with lesser raw skill (considering legit ones in this case) an opportunity to compete evenly with higher raw skill, non-FL players (although memorization itself is already a skill imo; only some people can actually do it in fewer tries than anyone else/do hardcore, non-repetitive stuffs. Take baka_baka_Koishi, for example. Regardless, it's not really raw, but still). Although I haven't tried it at all, I think it's NOT impossible to actually train your reflexes with FL, but then again it's much more tedious to train than with other mods, thus making people not go through it. Just my opinion.1.
Just because HR raises OD doesn't mean you'd need less rhythmic accuracy or playing HD.MeeHawk wrote:
This game is a rythim game ( meaning of course that you need to play in the right rythim), so accuracy should count way more than other mods, meaning that DT and HR should be more rewarded since it raises OD.Takes skill to play HD too, meaning you can follow the rythim, but anyway HR>HD. By the way, HR&HD IS playable.
In my honest opinion that's a rather weak argument. There is an easy fix to it: Map it yourself.MeeHawk wrote:
I think converted maps SHOULD count as well, because there are songs you like, and there's not a taiko mode on it. But the converted ones shouldn't be weighted as much as taiko maps, UNLESS Tom94 comes up with a nice system.
Agreed. The old pp system was very broken because you could rocket up the ranking list by getting some decent scores on low difficulty converts, so this discussion is much needed if we want a new and working ranking/pp system.Jikson[m9] wrote:
If you remember there are a lot of converted easy's performance spamming the best performances in the previous pp system, and everyone could tell that those were not really "good" performance when compared with those which are performed with Oni maps. I do think it is essential to discuss whether should we count in converted map performances or not to.
You can still try and hit the notes by looking at when the notes hit the circle with HR (bad playing choice). With HD you can't as the notes vanish, so you'd need equally as much rhythmic accuracy with both mods, in my opinion.It's not the same thing.. There's a exact time to hit the notes and you can see it clearly with super high OD.. Try to 100% FC this taiko map http://osu.ppy.sh/s/11628 with HR.. That map is easy, but you need to press it at the exact time the note reachs the middle of the hit window.. And as you can see in the ladder of the map, HR really makes a difference when compared to HD. The rythim is the same, but the accuracy is not. So yes, raising OD means something..
In my honest opinion that's a rather weak argument. There is an easy fix to it: Map it yourself.Yes you are right, i didn't explain it well.. I meant that lots of people enjoy playing converted maps, because there are much good ones and gaining pp from playing something you like it is something good imo, even if it's just a bit of pp. And why mapping it myself would be an easy fix? LOL i would spend days and days just to map one song and some weeks/months or even more to get it aproved, and also there are people who works and do stuff on their life, no way it would be an easy fix.
Or even better, if you find a pending taiko set for said song, help it get ranked by modding it!
the fact that you memorize a map doesn't make it unimpressive (though peppy seems to think so now anyways)MeeHawk wrote:
1.
I agree with XK2238 about FL stuff. It is possible to train your reflexes to play FL, i got better and better playing with it, BUT it is only readable at low bpm taiko maps and low SV/BPM converted ones. Also depends on the ammount of notes in the map, since the visibility area gets smaller when you reach 100 and 200 combo. Otherwise FLit is useless on taiko maps and imo should not count on them, cause memorization is not a competitive type of skill.. ANY player can memorize a map, it just depends on the ammount of attempts each one takes to do it. But there are players who can memorize easier than others and can't play hard patterns with good accuraccy or can't read high BPM on taiko maps.
I'm also against converted maps being counted in the ranking even if I play them a lot, there are much of them that are a challenge to play without having a really stupid conversion like the Dragonforce maps. But even if the system is perfectly accurate for taiko diff, maps like this : http://osu.ppy.sh/s/33052 would count way too much and would break the skill thing that I think we are searching in the new ranking.agu wrote:
I'm also personally for standard converts as not counting them feels an awful lot like saying they don't require skill
maps like mad machine were never a problem in the old system so I don't see why they have to be nowTimmyAkmed wrote:
I'm also against converted maps being counted in the ranking even if I play them a lot, there are much of them that are a challenge to play without having a really stupid conversion like the Dragonforce maps. But even if the system is perfectly accurate for taiko diff, maps like this : http://osu.ppy.sh/s/33052 would count way too much and would break the skill thing that I think we are searching in the new ranking.agu wrote:
I'm also personally for standard converts as not counting them feels an awful lot like saying they don't require skill
If the ranking is meant to tell who are the best players of taiko, converted maps have no sense to be present if only some of them are "good" imo.
I'm also against converted maps being counted in the ranking even if I play them a lot, there are much of them that are a challenge to play without having a really stupid conversion like the Dragonforce maps. But even if the system is perfectly accurate for taiko diff, maps like this : http://osu.ppy.sh/s/33052 would count way too much and would break the skill thing that I think we are searching in the new ranking.Oh good point.. now that i'm thinking on it, it would be plausible to say that. *Thumbs up*
If the ranking is meant to tell who are the best players of taiko, converted maps have no sense to be present if only some of them are "good" imo.
the fact that you memorize a map doesn't make it unimpressive (though peppy seems to think so now anyways)IT IS impressive, but FL wasn't made to be competitive I think, it is just to show you can memorize stuff
also up to 150 to 160 bpm is entirely plausible to sightread at 200 combo depending on the density, perhaps even more
Agreed.EBAWER123 wrote:
I think every person who is trying to make converts look bad is either a troll or just a plain ol' hater. If a convert has 220 BPM 1/8 stream of 30 notes it is not different from a taiko-specific map with the same stream. Do you think a taiko map just magically becomes harder or what? Or OD 8 on a convert suddenly becomes easier than an OD 5 Taiko map? The only differences are patterns, note density and SV which on some of the converts is quite fast and some converts have a higher density than a taiko map. You are just blindly repeating same things: "not meant to be played" - don't play it, "stupid map" - best excuse of a noob, "too easy" - if it's too easy than it will be counted as such and it will give less PP? Like srsly what's the problem with you guys, you are not even suggesting anything useful, you were repeating the same things for 5 pages already. Maybe we should actually discuss sonething more relevant - like what patterns are harder than others or what SV makes it easier/harder for HR and HD.
Oh god you used both the words "troll" and "hater"......EBAWER123 wrote:
I think every person who is trying to make converts look bad is either a troll or just a plain ol' hater.
We're not blindly repeating the same things, we're even giving explanations on why we have these opinions. It feels like you're not reading all of it :/EBAWER123 wrote:
You are just blindly repeating same things: "not meant to be played" - don't play it, "stupid map" - best excuse of a noob, "too easy" - if it's too easy than it will be counted as such and it will give less PP? Like srsly what's the problem with you guys, you are not even suggesting anything useful, you were repeating the same things for 5 pages already.
If players made bad scores on such maps, even if the maps are insanely hard they still would barely give pp. Take a look at tag4-maps in standard - they give pretty much nothing because nobody can play them, despite them being rated highest in difficulty by far.TimmyAkmed wrote:
The old system wasn't accurate but if the new one is, and if you see a taiko map with these kind of streams it would be obviously counted as map with an enormous difficulty and should give a lots of pp. So it would be the same for this map.
Maybe I see a problem where there is no but I think it's the main reason of why std diff should not count in the system.
I feel obligated to link this map too: https://osu.ppy.sh/b/164977&m=0 - [Allegro] diff._Gezo_ wrote:
on one side: https://osu.ppy.sh/s/44331
on the other side: https://osu.ppy.sh/p/beatmap?b=195834&m=1
play both. see differences. understand why we can't weigh fully StTC in general.