I'm all for giving things a try, but my concerns will still be there until the results are visible. Let's see what you can pull off Tom.
Ehh...AnFace wrote:
i'm curious about how well it'll work for the really good players that don't have great scores
Players will still have to get great scores. The metric is called "performance points", not "potential points".AnFace wrote:
i'm curious about how well it'll work for the really good players that don't have great scores/don't play often or whatever
actually i'd like to know how the currentbrokentemporary system is but we're not allowed to see sadface
ideally hell yeaNoYzE wrote:
Ehh...AnFace wrote:
i'm curious about how well it'll work for the really good players that don't have great scores
I guess the new pp system should scan the players' brain for skill that he didn't put into a high score?
You are still thinking inside the box, namely that of the old system.Sy[K]es wrote:
I have got a question.
If x had 10K PP
and y had 3KPP
Let us assume that y got better score than x on the score board, does that affect the PP or just the rank position or none?
most of the maps listed i've never played because of wtfbpm and me being slowface so i'd like to know thisNashmun wrote:
Hey, could you include those maps into the difficulty rating ? They have lower bpm but they are actually pretty hard compared to regular 220+ maps, so it would give us a good indication on how you balanced technical vs speed
THIS MAP.Nashmun wrote:
https://osu.ppy.sh/b/204931
TimmyAkmed wrote:
I know your algorithm version isn't over but, i'm not sure we talked about "hitting big notes" in the difficulty of the maps. When the bpm is high it becomes harder to hit the big notes even if you alternate. The big notes density inside the map should also be considered as a + in the difficulty. (more the bpm is high and more the big notes density is high more difficult the map is) When there are big notes you are supposed to hit them. And even if you try to avoid them they are a pain for you to read correctly the next part of the map. Imo it's important cause I think it's one of the reasons that makes "Unpleasant Sonata " so hard to FC.
I still think the same, when a mapper put big notes in his map he wants us to hit them like big notes. Being able to FC maps like Distorted Lovesong Taikocalypse DX without hitting the big notes doesn't mean to me that you are able to play the map the way it has been thought for (sorry i'm not sure everybody will know what I mean here) If we avoid to hit the big notes it's because it's obviously harder.EBAWER123 wrote:
No, score is enough of a measure. Consider big notes as a bonus points not increase in diff.
Since the bonus in score is so small and there are no disadvantages over normal notes when hitting them like normal notes I don't think they should coult as "difficulty". If they'd break combo or reduce accuracy if hit wrong, then I'd agree with you more.TimmyAkmed wrote:
I still think the same, when a mapper put big notes in his map he wants us to hit them like big notes. Being able to FC maps like Distorted Lovesong Taikocalypse DX without hitting the big notes doesn't mean to me that you are able to play the map the way it has been thought for (sorry i'm not sure everybody will know what I mean here) If we avoid to hit the big notes it's because it's obviously harder.EBAWER123 wrote:
No, score is enough of a measure. Consider big notes as a bonus points not increase in diff.
And for example even if it's only on Unrankable stuff i'm sure almost everybody who'll see big notes in patterns will have trouble to read it "normally"
missing a big note is like getting 2x100. i wouldn't call that smallTom94 wrote:
Since the bonus in score is so small
Relative to a map with maybe 2,000 hit circles it is. But yeah, depending on how many hit circles there are and how many big notes there are the bonus can also be big, I stand corrected.AnFace wrote:
missing a big note is like getting 2x100. i wouldn't call that smallTom94 wrote:
Since the bonus in score is so small
I'd love to give finishers a proper bonus, but since it's impossible to check whether a player hit the finishers or not this would greatly overvalue maps with finishers when applied to pp for people who did not play them correctly.Tasha wrote:
Looking at the most recent one, I'd say its pretty accurate towards the top. Mad Machine being at the top is expected if we're going to weigh converts equally due to the stupidly high speed of the converted streams, and the taiko maps themselves are ordered pretty well. Some of the maps that I'd consider to be harder have harder finisher patterns in them, which aren't weighted by the system now from what I read.
It might be a good idea to come up with some way of weighting finishers because honestly they are a pretty big deal in how maps are read. As an example, Loctav's Oni for this map in its current state is absolutely insane to read the finisher section towards the end (and some of it is unrankable, but i digress), and is notably harder than the same pattern without finishers to read.
As said in the private discussion I just had with you: Finishers can be skinned small, so they don't make reading more challenging. :/Tasha wrote:
What about just applying a bonus for finishers that are in denser parts of the map? Even if the finishers aren't hit, its still technically harder to read them. My previous example (while exaggerated) shows that quite well imo.
Yes, that's what I said. Any BPM above 200 with DT applied make them over 300 BPM real time._Gezo_ wrote:
They become brutal above 200 1/4 DT @cubes.
And past 250 you come to 1/2 ticks :U
The first issue you mentioned seems to be well fixed in the newest list. Regarding hades in the heaven, the difference between the maps you called and this one seems to have shrunk, but there still is quite a gap.lolcubes wrote:
While it's understandable that everyone is focusing more on how the converts get converted and how the hard maps get valued, but let's talk about lower maps a little.
We have *** Passionate (TV Size) which is valued the same as Dragons. I FCd Passionate with hard rock where I barely get an A on Dragons, with a low combo. Dragons is so much harder because of really odd rhythms and because it's kinda long compared to the TV Size thing.
Then you have Hades in the Heaven which is valued slightly above but then you have a couple of much easier maps, namely Night of Fire by lepidon which is a lot higher above. Certain pattern chain in the middle of the map make Hades really really hard to FC, while Night of Fire has quite simple patterns and is something I consider a beginner's map. Thank you for playing isn't that difficult either and it's even further above.
Also in the mid class you have Intersect Thunderbolt 7491's Oni which is below Ernst Oni. I highly disagree with this, despite Ernst being a bit more pattern heavy. The patterns in Ernst aren't difficult, it's just slightly a more dense map, but in Intersect Thunderbolt you have high speed pattern changes, namely a quite hard 1/3 stream to perform correctly due to it's bpm which contains multiple hand swaps.
Just some thoughts.
Can't selectively apply mods for some maps for now. That'd require some very unnecessary program loogic for the final purpose if weighting pp and (imho) is a waste of time to implement. If the algorithm works well with the current maps you throw at it, then it should work well with pretty much any map and thus also those DT maps. All it does is create a new map with 1.5 the speed anyway.Luna wrote:
Tom, could you possibly add some DT maps to the difficulty list so we can see how those are rated?
Stuff like this maybe:
http://osu.ppy.sh/b/132889&m=1
http://osu.ppy.sh/b/214251&m=1
http://osu.ppy.sh/b/267841&m=1
http://osu.ppy.sh/b/153886&m=1
http://osu.ppy.sh/b/161275&m=1
All of those are hard DT maps, some moreso than others. I'd just like to see what your program thinks of them.
Thanks!
Sliders can't really be factored in for the same reasons as big notes. There might be one way to do it, though, which is to consider score relative to the maximum possible score instead of things like 300, 100, 50 and miss counts.lolcubes wrote:
It could be possible if the condition is a full combo though. There is extra score after all.
Could have small calculation issues with sliders though, but they give only a certain amount of score so...
Out of curiosity, how are sliders calculated then? You don't have to hit a slider to full combo, but it should show skill too, there are some maps where sliders become absolutely brutal if you have DT activated. Unreal BPMs and all (above 300).
That means implementing pp with it. Can't go and post gigantic lists with 30,000+ entries.Nashmun wrote:
From what we are sawing, I think we can give it a try so that we can see how it goes for every maps instead of a limited list and then adjust the algorithm little by little