The server only stores your highest score points-wise at any given moment so that's the only scores that can be used.
depends on what combo you are holding at the time, and acc. Generally speaking, it doesn't matter where you miss the notes specifically.Novixion wrote:
Does missing 5 notes at the same time penalize you as much as missing 5 notes in 5 different places throughout the map? (Same acc)
you do realise that the only online scores are your best scores, right?Myke B wrote:
what? that doesn't answer what I asked lol. whether the score is online or offline has nothing to do what I asked. I asked if multiple scores on the same map are considered, and if not, would it be a bad idea (which now I obviously would say yeah, because of farming the same map).buny wrote:
obviously when he said all scores, he meant all your online scores, regardless of rank...
You lost pp because you replaced your records with worse ones. The score rank you get in each map doesn't matter.Nina_Winlan wrote:
After talking about it with a friend, he seems to think that its my 'leaderboard PP' being recalculated from people beating my scores all over the place, despite having very few scores under 1k on the leaderboard, and im online when this recalculation happens. This would explain it for the second one, because I got rank 44 on a new beatmap 2 days ago (im now 314), but it still doesn't do much to explain the first one.
So. Am I just playing accuracy weighted maps and suffering a huge drop for a small drop in accuracy %, or are the few high-ranking scores I do have just being beaten alot recently thus the (big for me) drop in PP
So it was as I thought, that's kinda annoying, but thanks for the clarification.Full Tablet wrote:
You lost pp because you replaced your records with worse ones. The score rank you get in each map doesn't matter.
Your maximum combo is the value that matters. One combo of 300 is worth more than 2 combos of 280.
As mentioned like a billion times already ([AirCoN] wrote:
@Tom: The system should only take into account your best performance on each map, not the best score.
Kreto wrote:
I just dont understand why my rank rose before the patch to 41k rank from 53k then after the patch my rank was risen to like 75k wat is this -_-
It was probably recalculating something. Judging by your Performance Graph you were actually at 75K the entire time.Kreto wrote:
I just dont understand why my rank rose before the patch to 41k rank from 53k then after the patch my rank was risen to like 75k wat is this -_-
i meant before patch V2 came outEkaru wrote:
It was probably recalculating something. Judging by your Performance Graph you were actually at 75K the entire time.Kreto wrote:
I just dont understand why my rank rose before the patch to 41k rank from 53k then after the patch my rank was risen to like 75k wat is this -_-
my play countUltrayano wrote:
Kreto wrote:
I just dont understand why my rank rose before the patch to 41k rank from 53k then after the patch my rank was risen to like 75k wat is this -_-Play Insanes then you understand ...
At your Playcount I was Rank 110k
And ye recalculating ...
Only Mouse ? o.o Good Luck in your osu! careerKreto wrote:
my play countyea i know but i was higher rank and stuff just watneed to know why thx for the reply
Insanes i do play some but not all plus i only use mouse no keyboard no tablet. Well since ur really good ^-^ gL in your ranking nice uh signature is it ^-^
There are mouse only players better than you and I.Ultrayano wrote:
Only Mouse ? o.o Good Luck in your osu! careerKreto wrote:
my play countyea i know but i was higher rank and stuff just watneed to know why thx for the reply
Insanes i do play some but not all plus i only use mouse no keyboard no tablet. Well since ur really good ^-^ gL in your ranking nice uh signature is it ^-^
And ~thanks~
I know (: Players like ChangEMyke B wrote:
There are mouse only players better than you and I.
Mouse is more fun.Ultrayano wrote:
Kreto wrote:
Only Mouse ? o.o Good Luck in your osu! career
And ~thanks~
"Fun" is subjective.rexcannon_iii wrote:
Mouse is more fun.
Tom94 wrote:
Stay on-topic, please. This thread is for pp feedback.
I can't answer all those "when" questions. Programming and especially coming up with ideas for an algorithm is not something that can be nailed down to Tuesday 14:00.rexcannon_iii wrote:
Tom94 wrote:
Stay on-topic, please. This thread is for pp feedback.
Ok then, I'll ask again.
When are you going to implement complex finger work into the pp calculation?
I believe I wrote quite a bit about that kind of stuff in the thread already. I hope I can get pattern difficulty inside, in addition to the obligatory tweaking of weightings of course.Myke B wrote:
What kind of modifications are you still looking to do with the ranking system? assuming there are any.
You might consider updating the first post with answers to commonly asked questions, to hopefully decrease the number of already-answered questions.Tom94 wrote:
I believe I wrote quite a bit about that kind of stuff in the thread already.
It'd be cool to do so, but the way the system works right now (calculating a single pp value per player) those can't be displayed seperately at the moment. It would be cool to have something like that, but the top priority is at least making the system functional for all modes first and integrating it into star difficulty.Doge wrote:
These probably have been answered before somewhere in the thread, but I don't think I would be able to find it in 40+ pages of "mouse is more fun" etc.
-Do you ever intend to display player attributes on profiles or the performance ranking, like the aim/speed/accuracy player ratings shown on the tp rankings?
I hope I can make star rating change with selected mods. Displaying stuff like aim/speed seperately is probably not going to happen sooo soon, if it happens at all.Doge wrote:
-What about the aim/speed difficulties of modded maps within the client? For example, I scroll through my maps and choose some map. Then I turn on DT EZ FL (or some obscure mod combination). From what I've heard, there are plans to display aim/speed difficulties of maps on their respective webpages, but covering all mod combinations on the webpage would require some significant modifications. What I'm getting at is a numerical value displayed somewhere in song select (most likely in the top left where the length/# of objects, etc are shown) that changes as you switch mods, much like the Global Ranking (Selected Mods) tab.
Yup, but that's in the far future.Doge wrote:
-Is there anything planned in the difficulty calculations regarding difficult patterns such as tornadoes?
You're welcome.Doge wrote:
Thanks again for delivering the justice of skill ranking.
This has always been how it is. If you can beat their top performances then you're better than them (or better than what skill level their top performances dictate).Keeby wrote:
not sure if I would really consider it a problem, but I find it quite easy to just look at people around my rank and play the beatmaps they have in top ranks. typically they're pretty easy... It racks up some ridiculous amounts of pp though. @_@
That would mean that you actually deserve to be much higher than you actually are, and must've been playing easy maps the whole time.Keeby wrote:
not sure if I would really consider it a problem, but I find it quite easy to just look at people around my rank and play the beatmaps they have in top ranks. typically they're pretty easy... It racks up some ridiculous amounts of pp though. @_@
While this is very true, I personnaly dislike the way the tp system handles this. Right now getting 100/100/100 on a map or getting 100/0/0 + 0/100/0 + 0/0/100 on three different maps gives exactly the same number of tps, when the former is much harder. I am fairly sure that sorting maps by stats this way is unavoidably flawed.Gray Pigeon wrote:
Tom, you should make ppv2 to the same calculation method as tp.
The map of score(50|50|50) is easier than the map of score(100|0|0).
KaosFR wrote:
Let's say it gives +75% to the highest stat, +25% to the second highest and -25% to the lowest when calculating the total pp rating (I omitted the digits after the decimal point)
90/85/80 -> 157/106/60 || 255pps -> 323pps (it's relative, so the increase does not matter)
140/70/45 -> 245/87/33 || 255pps -> 365pps (notice how it's now higher than the previous score)
90/85/80 -> 230.789Tom94 wrote:
Currently the pp a score is worth is computed by the following formula: (aim^X + speed^X + acc^X)^(1/X)
Where X at the moment is 1.1 and will likely rise a bit in the future.
X>>1 indeed makes a huge difference. The ^(1/X) merely makes sure, that the result is not scaled horribly asymptotically to O(n^X), but remains in the same asymptotic scale.KaosFR wrote:
I see. I didn't know about the formula, thanks for pointing that out.
I'm not saying I like it that much though; even with X>>1 it doesn't seem to make much of a difference, mostly because of the last part of the formula (the ^(1/X)).
The value X can be changed to adjust how much "extra" bonus or penalty there is when a stats is considerably better or worse than the rest:KaosFR wrote:
I see. I didn't know about the formula, thanks for pointing that out.
I'm not saying I like it that much though; even with X>>1 it doesn't seem to make much of a difference, mostly because of the last part of the formula (the ^(1/X)).
For X -> Infinity the fomula comes close to the maximum stat, not multiplied by 3. Even with the other stats having the optimal weight, that is the same value as the highest stat, it would still converge to the highest stat. For instance (100, 100, 100). If we let X go to infinity we will have (abusing notation)Full Tablet wrote:
The value X can be changed to adjust how much "extra" bonus or penalty there is when a stats is considerably better or worse than the rest:KaosFR wrote:
I see. I didn't know about the formula, thanks for pointing that out.
I'm not saying I like it that much though; even with X>>1 it doesn't seem to make much of a difference, mostly because of the last part of the formula (the ^(1/X)).
(aim^X + speed^X + acc^X)^(1/X) * (3)^((X-1)/X)
(The (3)^((x-1)/x) part of the formula isn't really needed, since it is just a constant when the performance stats change, it is just there so the magnitudes remain more easily comparable when changing x)
So:
X =1
Then the formula is just the sum of the 3 stats (the arithmetic mean, multiplied by 3)
X -> Infinity
The formula comes close to the maximum stat, multiplied by 3. That way, if X is a big number, only the best stat matters.
X -> 0
The formula comes close to the geometric mean of the stats, multiplied by 3. The geometric mean gives smaller values if one of the stats is considerably lower
X = -1
The formula is equal to the harmonic mean, multiplied by 3. It gives relatively even smaller values if one of the stats is considerably lower (compared to the geometric mean).
X-> -Infinity
The formula comes close to the minimum stat, multiplied by 3. In that case, the worth of a score is determined only by it's worst stat.
(100^inf * 3)^(1/inf) = 100 * 3^(1/inf) = 100Since with (100, 0, 0) we get the same limit it is clear that everything lying inbetween also yield this limit.
Exponential scaling would not work out very well, firstly due to it only working with very small X, because the intermediate results would be come too big otherwise and rounding issues would arise, and secondly, because it'd rise too rapidly. For small aim, speed and acc the effect would be small while for big the effect would be ridiculous while with the polynomial method the effect always is the same.KaosFR wrote:
Thanks for you answers. Somehow I still feel scores with one or two big stats don't get rewarded enough, have you thought of using something exponential instead of just polynomial ? This kind of formula :
logx(x^aim+x^speed+x^accuracy)
Still scaled down to O(n) but gives high stats a bigger impact (and still tends to the highest stat)
I was referring to the formula if you multiplied it by (3)^((X-1)/X). While that factor isn't needed (since it's a constant when varying only the performance stats), it put it there so the magnitude of the values didn't change so much when changing X. With that, scores with equal amount of Acc-Speed-Aim don't change in magnitude, while, scores where one of the stats is better always get a bonus when increasing X.Tom94 wrote:
For X -> Infinity the fomula comes close to the maximum stat, not multiplied by 3. Even with the other stats having the optimal weight, that is the same value as the highest stat, it would still converge to the highest stat. For instance (100, 100, 100). If we let X go to infinity we will have (abusing notation)(100^inf * 3)^(1/inf) = 100 * 3^(1/inf) = 100Since with (100, 0, 0) we get the same limit it is clear that everything lying in-between also yield this limit.
Didn't give your other statements much thought since they're not very relevant in this context.
I most likely will be in the future, but I can't promise it for the initial iteration.Kytoxid wrote:
When the new algorithm is used to calculate star rating, will OD be somehow factored in? Since it plays a big part in determining the pp a score gives (from accuracy), but it isn't reflected in the osu!tp map difficulty, which is solely aim/speed.
Oh yeah, I completely overlooked that. My bad. D:Full Tablet wrote:
I was referring to the formula if you multiplied it by (3)^((X-1)/X). While that factor isn't needed (since it's a constant when varying only the performance stats), it put it there so the magnitude of the values didn't change so much when changing X. With that, scores with equal amount of Acc-Speed-Aim don't change in magnitude, while, scores where one of the stats is better always get a bonus when increasing X.Tom94 wrote:
For X -> Infinity the fomula comes close to the maximum stat, not multiplied by 3. Even with the other stats having the optimal weight, that is the same value as the highest stat, it would still converge to the highest stat. For instance (100, 100, 100). If we let X go to infinity we will have (abusing notation)(100^inf * 3)^(1/inf) = 100 * 3^(1/inf) = 100Since with (100, 0, 0) we get the same limit it is clear that everything lying in-between also yield this limit.
Didn't give your other statements much thought since they're not very relevant in this context.
OD is factored in by a huge margin. And HR below 99% is not pointless. It is pointless for a top-tier player like thelewa, because he already has such good scores.-Scylla- wrote:
I think I've read before that OD isn't weighted into the pp calculations. Is this true? Let's say I have an Insane SS, and I top that score with HR 97% accuracy, would this mean I would lose pp because my accuracy is lower? This would be imbalanced, since getting >95% accuracy with HR is much harder than getting an SS nomods, or with Hidden. Some Insanes I've SS'd but can not even FC with HR, and it feels like it's not even worth trying, because the 3-4% drop in accuracy would just make me lose pp for a much better performance. I like HR, but I don't try ranking with it purely because I end up losing pp.
Personally, I think HR should give more of a bonus than HD, since it is much harder to do a good performance with. I feel like HR is underrated (and was, even before ppv2) and considered to be about as difficult as HD. Play a map with DTHD, and then with DTHR and it should be obvious why I'm stating this. In my opinion, the order of mod difficulty is: DT > HR >>> HD, excluding FL since it requires an entirely different form of gameplay than the other three. However, to me it seems like pp looks at mods like: DT > HD > HR, which isn't balanced, since a 98% HR FC is much more impressive than an HD SS.
Also, sometimes I'm reluctant to try improving my accuracy on a map, since I've improved my accuracy by 5% on some maps and still lost pp. At first I thought it just happened because I dropped in ranks, not pp, but it keeps happening consistently. Now it feels like unless I FC something I will lose pp, regardless of my accuracy. Or maybe I'm wrong, but I would like to understand why this happens.
I like ppv2, I think the major issues are just some imbalances here and there and a lack of compact information on how it works. I understand that you can't work on the latter yet, though. My apologies if the things I've said have been answered before, but I've read about 75% of the thread and the only thing I've seen about HR was thelewa saying that HR is pretty much pointless below 99% accuracy, which sounds like a heavy imbalance to me.
From what I've seen, it does. I think Tom mentioned earlier in the thread that ppv2 is almost entirely accuracy-based, which would make sense. Map difficulty is factored into it as well, obviously. I've noticed that harder maps give me more pp with lower accuracies (if I were to get equal accuracy on an easier map), and the amount of pp I gain grows exponentially with higher accuracy on the same map. I think the basic idea is that the harder the map you do a good performance on is, the more pp you will get. "Harder map" here including mods.Novixion wrote:
Does accuracy play a huge role in the amount of points you gain or is it based on maps (because of the specific weightings)?
I'd like to know this as well.Novixion wrote:
Also, do qualified maps scores count or does the calculations wait until they are ranked?
Play harder stuff.hoolas wrote:
i really dont unerstand the new system, i've played a lot of insane songs with mods (hidden and/or dt) and my pp didnt change, for exapmpel i just played athe song o2Jam (Brandy) - Cross Time [Relaxing] , which would be a "hard", DT, 99.00% acc, rank 40 and i didnt even get 1 point.. im rank 13500.
stop playing easy maps thenhoolas wrote:
i really dont unerstand the new system, i've played a lot of insane songs with mods (hidden and/or dt) and my pp didnt change, for exapmpel i just played athe song o2Jam (Brandy) - Cross Time [Relaxing] , which would be a "hard", DT, 99.00% acc, rank 40 and i didnt even get 1 point.. im rank 13500.
Make up your mind. To make it easy on you, I'll tell you a secret. This map is not hard.hoolas wrote:
i've played a lot of insane songs [...] for exapmpel i just played athe song o2Jam (Brandy) - Cross Time [Relaxing] , which would be a "hard".
I actually found it harder than most Insane songs (The [Relaxing] map with DT)... and also harder than several songs in his top performance list.Draxuss wrote:
Make up your mind. To make it easy on you, I'll tell you a secret. This map is not hard.hoolas wrote:
i've played a lot of insane songs [...] for exapmpel i just played athe song o2Jam (Brandy) - Cross Time [Relaxing] , which would be a "hard".
That's kind of weird since it has DTHDHR scores on it.Full Tablet wrote:
I actually found it harder than most Insane songs (The [Relaxing] map with DT)... and also harder than several songs in his top performance list.
Well, I say it's relatively hard because of the spaced 240bpm 1/2 streams. The map has very low OD and AR, so HR doesn't do much.Draxuss wrote:
That's kind of weird since it has DTHDHR scores on it.Full Tablet wrote:
I actually found it harder than most Insane songs (The [Relaxing] map with DT)... and also harder than several songs in his top performance list.
It is planned to incorporate the difficulty algorithm into the star rating. Displaying the actual pp value of a score is also a possibility, that will be looked into.NotThat wrote:
SPOILERI love what you've done in ppv2, really livened up my desire to play Osu!.
Here's my suggestion:
Allow sorting maps by Level as found on the osu!tp site. This level sorting should also factor in the currently selected mods.
In addition the aim and speed stats should be presented.
Thirdly the TP, or unmodified PP value should be displayed along with score.
We've all been in the position where we felt we had just scored a really good play but didn't get as much PP for it as we expected, and these changes should alleviate this problem.
End play:
This small change would give players insight as to the worth of their last play.
Didn't make a picture for it but the on the website, the user page should include modified PP rewards and perhaps also unmodified TP scores for best plays, and potentially include more than 10 maps as well.
I understand the reluctance to add a second 'scoring' method in addition to the already implemented scores, but to some extent I think it's not necessarily a bad thing. I'm sure many players already sneak peek at osu!tp website to get an idea of which maps to play and what they can expect from maps in terms of PP. These changes just integrate them into the Osu! client, with even more information.
Draxuss wrote:
Make up your mind. To make it easy on you, I'll tell you a secret. This map is not hard.hoolas wrote:
i've played a lot of insane songs [...] for exapmpel i just played athe song o2Jam (Brandy) - Cross Time [Relaxing] , which would be a "hard".
Go dt that kesha song you recently ss'd with hd and see if you get any pp. I'm pretty sure you will.hoolas wrote:
-__- that was just an example of what i just had played at the moment of writing the post, i've played insane songs with DT, like i said, and still my pp didnt change, im not WWW of course i cant play the hardest songs. and what i see is that being 13.500, you have to pass extremely hard songs (extremely hard for my level, probably normal songs for a top 100 rank) to go up, and thats just not right.. im not saying that i wanna be top 100 in 1 week playing this kinds of songs but at least give me 1 freaking point.., do i need to pass scarlet rose with DT HD to get ponts?'...
maybe im wrong and i deserve to be stuck in 13.500 cause i just suck, but i dont see it that way..
Some insane songs are relatively easy and passing does not guarantee you will get points.hoolas wrote:
-__- that was just an example of what i just had played at the moment of writing the post, i've played insane songs with DT, like i said, and still my pp didnt change, im not WWW of course i cant play the hardest songs. and what i see is that being 13.500, you have to pass extremely hard songs (extremely hard for my level, probably normal songs for a top 100 rank) to go up, and thats just not right.. im not saying that i wanna be top 100 in 1 week playing this kinds of songs but at least give me 1 freaking point.
Probably not even physically possible because of the 480 BPM, plus stuff that is actually possible give more points: e.g. killer song.hoolas wrote:
do i need to pass scarlet rose with DT HD to get ponts?'...
IamNotgod wrote:
quoteFor the most part I like this new system, except for one thing, though I'm not sure if it's fixable. The "problem" would be that the system seems to factor in combo the most when calculating score. This means that breaking in the middle of a song, let's say on a slow slider, is much, much worse than breaking at the end of a song, let's say on some full screen jumps. In those cases, the smaller mistake is being punished more and pp would be distributed unfairly.
For a solution I, I noticed on the osutp site (http://osutp.net/info) there was a graph of speed/aim vs. time for the map Freedom Dive. My solution would be to relate pp to the area under the graph. The reasoning behind this is because to make the graph, there obviously must be points. The points should correlate to the difficulty of hitting the next note. Thus, when one fails to hit the next note the point on the graph should then go to 0 (or something like that) which would decrease the area of the graph. In this case, missing higher difficulty notes (higher points on the graph) will result in bigger pp losses than messing up on an easy note (lower point on the graph). Thus, pp distribution should be more fair with that system.
The only problem I see here is the computing power it would take to do those sorts of calculations (is it too much?). Otherwise, I feel like that would be a much more accurate calculation on a players performance in a map. Feel free to point out any flaws in my logic.
I actually got penalized for having 1% lower accuracy yet a much higher combo. I also agree that combo is not weighted enough and it seems accuracy is still heavily weighted.GhostFrog wrote:
Something that happened earlier seemed very wrong to me. I had the following plays in order:
Everyone considers different things hard. I personally find [Blackhole - Lagomorphic] extremely hard and needed like 100 tries to fc it once. On the other hand I have scores in my top performances list that I don't consider to be hard at all.HoboEater wrote:
I still find it shocking how many players have [Blackhole - Lagomorphic] on their top ranks, it really isn't that hard....
This just means that you are capable of doing scores that others can't, so your rank is well deserved.HoboEater wrote:
To be honest, I really don't think I deserve to be at my rank (Currently 3,131pp #3106)
Very good point and probably the biggest issue with pp right now!GhostFrog wrote:
SPOILERPersonally, I think HD is the biggest "issue" right now. HD does deserve a bonus, but it doesn't belong in aim and it doesn't belong in accuracy (it also doesn't belong in speed, but it doesn't give a bonus to speed right now). The accuracy bonus in particular seems silly to me - HD gives a 2% (or something like that) bonus to accuracy under the assumption that people will mess up at reading a map when playing with it. Apparently playing with HD means we're supposed to be playing maps we can't read well and playing nomod means we're supposed to be playing maps we can read perfectly. I don't get it. The 18% bonus to aim...well, that's just really misplaced and inflated and it's even more egregious on slider-heavy maps. If and when pp incorporates pattern/reading difficulty, all of that should be solvable by just throwing the HD bonus into that instead. That could also help with flashlight - flashlight is crazy hard, but the primary difficulty with it has nothing to do with aim, speed, or accuracy.
Speaking of flashlight, its bonus should probably scale with the player's max combo instead of being a flat 36%. Flashlighting a 50 combo map is easy. Flashlighting a 1000 combo map is very difficult.
In fact, maps with high max combos feel underweighted in general. I don't know by how much or what exactly should be done about that, but long maps that are difficult throughout could use some love imo.
I've noticed very frequently appearing songs on the best performances of people that are a similar rank to me. I've seen that song around a little bit, it's probably more common among higher ranks.HoboEater wrote:
I still find it shocking how many players have [Blackhole - Lagomorphic] on their top ranks, it really isn't that hard....
The simple solution to this problem: get better accuracy. Accuracy is probably the easiest aspect of this game to improve in...zitekyo wrote:
have often the same problem. Im a low acc player.
a small example
Sometimes i play a map with 90% acc (2mio points)
next try then 82% acc (2,5mio poiints ) = the reason -10pp
i hate this..
I wouldn't focus on accuracy too much. Instead, focus on being comfortable with harder songs. If you can play difficult songs with a calm attitude, you will notice accuracy comes naturally. Also, you will improve much faster compared to practicing slow songs. For some reason, I actually get much lower accuracy on easier songs because of my play style.zitekyo wrote:
i know that acc is important , but i love to play harder maps , on this maps i dont get "s" "ss" or high acc.
in my opinion,
Jumps/fast singletaps.. all is much easier then hit a circle on the right moment =D
now i play slowerer maps .I focus only on acc/fc ,i hope this training will work =)
I would disagree since most of my top performances are swiped from players close to my rank. In other words, I just took all the easy maps worth high amounts of performance with high accuracy, which isn't what most players would do.Ziggo wrote:
This just means that you are capable of doing scores that others can't, so your rank is well deserved.
Wtf? The whole point of the system is to be less reliant on scoring top 50. People could grind normal songs with FL and get in to 10k rank on the old System . Streams are worth huge amounts of pp in the new system .StratoPulse wrote:
This system is probably more accurate, and i dont think there's any arguing that. BUt the problem is that it isnt rewarding AT ALL. Full Combo'ing things isnt particularly rewarding if i dont like the song, which seem to be the only ones worth anything. Streams are also worth next to no pp, even for giant combos or full combos. Double time is vastly over-weighted, and top 50'ing hards, much harder to do than full combo'ing insanes with no mod, are worth nothing. The system doesnt make me want to play, it makes me grind rather than enjoy myself while improving rank.
Streams seem to only become relevant in calculations on a higher level of play (arguably over rated at this level too). Also top 50ing hards means you're probably doing high accuracy scores which is harder to do. If low accuracy scores gave high pp on average tier insane full combos a lot of players would farm the system insanely easily.StratoPulse wrote:
This system is probably more accurate, and i dont think there's any arguing that. BUt the problem is that it isnt rewarding AT ALL. Full Combo'ing things isnt particularly rewarding if i dont like the song, which seem to be the only ones worth anything. Streams are also worth next to no pp, even for giant combos or full combos. Double time is vastly over-weighted, and top 50'ing hards, much harder to do than full combo'ing insanes with no mod, are worth nothing. The system doesnt make me want to play, it makes me grind rather than enjoy myself while improving rank.
You only feel this way because you're caring too much about what other people do. Checking the people around my rank, I find most of them play DT, but I probably have a grand total of... 1 map that has a DT high score? Don't let what others do affect you. Find maps with higher difficulty and do them with good accuracy, you're not getting any less pp than they are unless they DT the maps you're doing, you can just get them through other aspects like aim and accuracy.StratoPulse wrote:
This system is probably more accurate, and i dont think there's any arguing that. BUt the problem is that it isnt rewarding AT ALL. Full Combo'ing things isnt particularly rewarding if i dont like the song, which seem to be the only ones worth anything. Streams are also worth next to no pp, even for giant combos or full combos. Double time is vastly over-weighted, and top 50'ing hards, much harder to do than full combo'ing insanes with no mod, are worth nothing. The system doesnt make me want to play, it makes me grind rather than enjoy myself while improving rank.
From my experience, DT can be slightly overweighted since some maps are shorter with easier patterns compared to harder maps, but they should be calculated the same way (Tom?).nooblet wrote:
You only feel this way because you're caring too much about what other people do. Checking the people around my rank, I find most of them play DT, but I probably have a grand total of... 1 map that has a DT high score? Don't let what others do affect you. Find maps with higher difficulty and do them with good accuracy, you're not getting any less pp than they are unless they DT the maps you're doing, you can just get them through other aspects like aim and accuracy.StratoPulse wrote:
This system is probably more accurate, and i dont think there's any arguing that. BUt the problem is that it isnt rewarding AT ALL. Full Combo'ing things isnt particularly rewarding if i dont like the song, which seem to be the only ones worth anything. Streams are also worth next to no pp, even for giant combos or full combos. Double time is vastly over-weighted, and top 50'ing hards, much harder to do than full combo'ing insanes with no mod, are worth nothing. The system doesnt make me want to play, it makes me grind rather than enjoy myself while improving rank.
Also, from my understanding, DT is actually not overweighted because it's calculated the exact same way a map made at 1.5x of its speed would be (someone confirm or correct?). It does, however, ruin songs.
Streams are worth PP if it's actually streamy and has high bpm. Having a few 7-note or 15-note streams in a beatmap is pretty much expected nowadays, so you can't really give pp for a few of those. Low bpm streams aren't be worth anything. Just look at the "speed" value on osutp, streamy maps at high bpm like mytho, unlimitation, calamity fortune, etc. have a very high speed value.
I confirm. Same goes for HalfTime, HardRock and Easy.nooblet wrote:
StratoPulse wrote:
[...]
Also, from my understanding, DT is actually not overweighted because it's calculated the exact same way a map made at 1.5x of its speed would be (someone confirm or correct?). [...]
Maybe better Score in a Map but worse Accuaryhugola22 wrote:
just a question, I have lost 10 pp, why ??
They need to really update osutp.netUltrayano wrote:
Just wait a little bit moreDalvoid wrote:
I still feel that osu! now has a pretty confusing scoring system. I mean, in a rhythm game what's the aim? Usually to get the highest score right? Well quite often now we get PENALIZED for getting better scores ie because of lower accuracy etc.
Now aside from the fact that that is extremely unintuitive for users (see: this thread "why did i lose x pp"), the real problem is the fact that scores are sorted not by their worth, but by their score, WHICH ACCORDING TO THE RANKED SYSTEM IS NOT THE MOST IMPORTANT THING.
I really feel that scores should be sorted by either their pp worth, or that we should be able to choose which score on a song to submit, or that we have the ability to delete a score. There are lots of options there that all solve this problem, I'm just wondering if Tom/peppy also consider this to be a problem or aren't fazed by it.
Yeah so true[AirCoN] wrote:
The aim isn't to get score, otherwise, uan/andrea/geckogates best players in world.
If you actually paid any attention to this topic, Tom has stated MULTIPLE times that it is not possible to sort plays by their performance. Sorting by score is the only possible way for now, and there is no information on when, if at all, it is gonna change.Dalvoid wrote:
Ok, I kinda knew this would happen with all the forum knights skimming posts, BUT YOU ARE COMPLETELY MISSING MY POINT.
The point is that best score =/= best play, AS YOU SAID. However osu! is submitting scores as if best score = best play. The problem is that the goal of the game has become convoluted, and now we can become 'stuck' with a "high score" which is actually negatively impacting our ranking.
tl;dr if you feel like trying again: the problem is the submission system and I am not making the ridiculous assertion that score should be the defining factor of osu!'s ranked play.