when The map is = AR10 but under its not Harderdt+ar8 and up is hard and more difficult than hr sometimes
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.
-Ryuujii- wrote:
Why can't you guys just be patient lol xD
This, please, a system bases on real difficulty wouln't need this.alienflybot wrote:
IMO, just DON'T make ctb diffs give too many pp.
So ar10 maps > lower ar maps? Hm..Seph wrote:
I'm totally fine with Airman (jumpy) and No Pain, No gain aho diff (insanely long sliders, jumpy that makes it hard to fc) on top performance but astrosexy? and Illumiscape and Ridorii aren't even FCs, yet they are there.
Yes, because AR10 is 1.5x faster than AR9, and AR9 is 1.5x faster than AR8, and etc-Ryuujii- wrote:
So ar10 maps > lower ar maps? Hm..Seph wrote:
I'm totally fine with Airman (jumpy) and No Pain, No gain aho diff (insanely long sliders, jumpy that makes it hard to fc) on top performance but astrosexy? and Illumiscape and Ridorii aren't even FCs, yet they are there.
FC shouldn't have to matter too much (Although, it does give a tiny boost) It's more based on score and accuracy than anything now, mostly because of the fact that the only thing that slowly increases when you get better is the accuracy itself. (I feel combo has a somewhat important saying matter in there too)petiskacang wrote:
priority seems more legit this time lol
why does non FC map appear on top ranks?
Also for normal diff with HR, and FL (1 miss)
Then another hard
pls
Edit: i guess FC doesn't matter
best performance is marked base on your stability and "performance", thought some maps is still not FC-able / Hard to FC, like Rainbow Dash or Kirby mix Deluxe.
You can't farm the hard pp maps without close-to-fc scores, let alone with easy mods. It would be nice if you could provide examples of where such things are possible.-PM- wrote:
There are need to be more change.
Only so few maps are big pp maps. Standard of giving pp is too much towards on few factors. Accordingly, if we just played the pp maps, we can farming many pp even though not FCed or cleared with Easy mods (EZ, HT, NF). If you want, i can post the examples of the maps too! It is worst than ppv1...
And still many CTB maps are overrated in performances!
Skills to Minority Extra map or CTB maps is not skill of all. There are lot of variations.
But i know this ppv2 is not finally decided yet. So i hope to renewing ppv2 consistently.
Don't worry, the only way for me to know what to improve is listening to the complaints. I don't play CtB myself after all.Zak wrote:
This system may not be perfect yet, but it's at least starting to go in the right direction, you guys need to chill and give it time to improve.
[Super Shock] wrote:
How can DakkyChan rang 15....DakkyChan wrote:
How can be Zak rank 8 XDDDDD