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.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
+1DeathXHunter 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.
Referring to the "Chaos" diff:TheVileOne wrote:
I have major issues with this. Big Black and Kokou no sousei are not even close to being equal in difficulty. The difference between 360 BPM and 240 BPM is huge. Big black is also AR 10 and Kokou no sousei maps (Chaos and Collab) are AR 9. Jump intensity is also a huge factor.
This issue affects both models.
I can't beat Chaos. Someone else could evaluate that difficulty and have a more accurate opinion .
IMO Big Black is still harder because it's AR10 instead of AR 9, and the patterns seem slightly easier. The only way it could be worth more is if you account that Kokou no Sousei is about 2 times longer.Tom94 wrote:
Referring to the "Chaos" diff:TheVileOne wrote:
I have major issues with this. Big Black and Kokou no sousei are not even close to being equal in difficulty. The difference between 360 BPM and 240 BPM is huge. Big black is also AR 10 and Kokou no sousei maps (Chaos and Collab) are AR 9. Jump intensity is also a huge factor.
This issue affects both models.
I can't beat Chaos. Someone else could evaluate that difficulty and have a more accurate opinion .
First of all, simply taking the BPM does not work well. The big black mostly has 1/1 and 1/2 notes while kokou no sousei mostly consists of 1/2 and 1/4 notes, essentially making it closer to 480 BPM if you want to directly compare it to the big black.
Secondly AR is not factored into the difficulty algorithm. It will play a big role when computing pp, but it is not considered for beatmap difficulty / star rating.
My last point is, that the scoreboards indicate, that kokou no sousei is not very much easier than the big black.
The "Collab" diff of kokou no sousei definitely is a lot easier than the big black and should not be on par. It has a few hard parts but is mostly easy. Will look into that one.
As said before, AR does not count for the difficulty calculated thus far. And map length indeed is factored in.Rorona wrote:
IMO Big Black is still harder because it's AR10 instead of AR 9, and the patterns seem slightly easier. The only way it could be worth more is if you account that Kokou no Sousei is about 2 times longer.
Is this the same in standard?Tom94 wrote:
As said before, AR does not count for the difficulty calculated thus far. And map length indeed is factored in.Rorona wrote:
IMO Big Black is still harder because it's AR10 instead of AR 9, and the patterns seem slightly easier. The only way it could be worth more is if you account that Kokou no Sousei is about 2 times longer.
Yeah, it is the same in standard. Mainly because it doesn't really connect well with something like "aim" or "speed". Secondly there are many varying opinions - some people saying AR10 would be easier than 9 and others telling me the opposite.VelperK wrote:
Is this the same in standard?
And if so, how come?
Yes, they're hard.Luna wrote:
I'm by no means a good CtB player, so I can't really give feedback on the current difficulty ranking, but I'd be interested in seeing your alogrithm's opinions on these two maps:
https://osu.ppy.sh/p/beatmap?b=25580&m=2
https://osu.ppy.sh/p/beatmap?b=93893&m=2
Both of these use a special kind of pattern that is extremely hard to play but doesn't rely on big or fast jumps, so I think your difficulty calculation method might possibly underrate these?
Pretty sure I gave this to Tom94 earlier. I hope this better explains my full intent of CtB and it's performance point calculation.Kitokofox wrote:
So, I ended up sharing this to Tom94. I want to see everyone's honest and unbiased opinions.Kitokofox wrote:
Catch The Beat calculation methods
Catch The Beat is different in multiple ways, by how jumps work and how streams work, mostly. Playing on a 2D plane is a lot diffrent from standard osu!, along with the predefined movement speeds of the catcher. Thus, skill based calculations based on the limitations of Ryuuta among other things must be taken in account for.
There are some main factors which determine how difficult a map is for Catch The Beat:
Map Settings This goes back to the basics.
- Approach rate: This should be documented in difficulty by the actual drop rate of the fruits. This also gives AR10 the much needed skill requirement it actually calls for.
- Fruit Size: This is pretty obvious. The smaller the fruits, the harder they are to catch accurately. Skill requirement is based on the field in which you can actually catch the fruit, rather than the size itself.
- Overall Difficulty: I don't know how this is handled in the map, but as far as I know it only affects the HP loss when missing. I don't think that applies too much to skill, but for players who can just barely pass a song, this would come into play.
- HP Drain Rate: Same as above, only comes into play for those barely making a map.
Beat Placement Factors based on the placement of sliders and circles themselves
- Movement: How much the catcher needs to move to catch the fruits. In stream maps like Marisa Stole the Precious Thing, this would become classified as less difficult since you don't have to click and simply inch the catcher, where in the system used for standard, it would be classified as difficult otherwise.
- Jumpiness: This is the general distance between beats, based on how fast the catcher must move. This also applied to sliders and their slider ticks. This also heightens more based on the general theta of jumps in a row (especially hyperdashes in a row) What I mean by theta of jumps in a row, as in a map with periodic jumps is probably more difficult than one with one part of it having multiple in a row (This sort of compares and contrasts between kinds of jumps and what kind of skill and perseverance is required to acquire a good score) Also, generally, faster hyperdashes are harder to chain off of, e.g. Can't Defeat Airman!.
- Speed: This is how fast the catcher needs to move around in succession. This would rate maps like val0108's Talent Shredder or With A Dance Number as high skill examples for this sector, mainly because of how fast the catcher needs to switch one direction to another and how fast of fingers the player needs.
- Long jumps: Originally pixel jumps, these are jumps that are enough for the catcher to reach with the new hyperdash system, but still require precision placement to catch, as well as timing. An example can be seen in Wild Eyes [JAMES DIFFICULTY!!!] As it has long but viable jumps.
Mode Specifics and Other Stuff
- Mode Specific Maps: Don't need to be buffed. They are probably already difficult as it is with the algorithm that's in place. Plus, it was set this way to entice players to play those maps. This pp system focuses on the player's skill, and tries to measure the skill needed for each beatmap, so making bonuses of that sort is incorrect to ranking..
- Fruits before and after spinners: The time before spinners and after spinners doesn't need to be checked because of how bananas aren't necessary to a full combo.
- Accuracy: In general, accuracy is easier to come by in Catch The Beat, and as such, changes may be made accordingly.
what kind of proof do i have to provide to refute this argument?Tom94 wrote:
Referring to the "Chaos" diff:TheVileOne wrote:
I have major issues with this. Big Black and Kokou no sousei are not even close to being equal in difficulty. The difference between 360 BPM and 240 BPM is huge. Big black is also AR 10 and Kokou no sousei maps (Chaos and Collab) are AR 9. Jump intensity is also a huge factor.
This issue affects both models.
I can't beat Chaos. Someone else could evaluate that difficulty and have a more accurate opinion .
First of all, simply taking the BPM does not work well. The big black mostly has 1/1 and 1/2 notes while kokou no sousei mostly consists of 1/2 and 1/4 notes, essentially making it closer to 480 BPM if you want to directly compare it to the big black.
Secondly AR is not factored into the difficulty algorithm. It will play a big role when computing pp, but it is not considered for beatmap difficulty / star rating.
My last point is, that the scoreboards indicate, that kokou no sousei is not very much easier than the big black.
The "Collab" diff of kokou no sousei definitely is a lot easier than the big black and should not be on par. It has a few hard parts but is mostly easy. Will look into that one.