I can't agree any more.milky228 wrote:
I would prefer it if PP was decided by score not accuracy. This is because when you hit a 300perfect and a 300 they are considered as the same accuracy even though they aren't.
I can't agree any more.milky228 wrote:
I would prefer it if PP was decided by score not accuracy. This is because when you hit a 300perfect and a 300 they are considered as the same accuracy even though they aren't.
spamspamspamspam \:D/PyaKura wrote:
It's common for me to get B's of 470k ~ 500k huehue
quoting again for great justice. accuracy is practically meaningless (not really, it gives a general impression, but still random and inaccurate/inconsistent) in mania, go with score.milky228 wrote:
I would prefer it if PP was decided by score not accuracy. This is because when you hit a 300perfect and a 300 they are considered as the same accuracy even though they aren't.
Except when you get a high nomod score, and then a slightly lower DT score (which obviously needs more skill), you won't get pp for it because only the highest score matters. Once you do well without mods, you're screwed.Cozzzy wrote:
Even if the 0* modifier is unintuitive, I don't see why players shouldn't be rewarded for playing more difficult maps well. It's the same as osu!standard, where (for example) rrtyui will sometimes barely get in the top 50, but is also the only player who was capable of playing it with DT.
RebelSlayer wrote:
mods should not be factored into the ranking system.
Me too! ^Andrew Chow wrote:
I strongly oppose the implementation of mods into the ranking system.
I didn't even know key mods were ranked. What the hell?! That is a load of crap. That shouldn't be ranked at all.October Scream wrote:
See this shit? Niclijou is this high when he is always using these key mods! This was today, and the whole time he had 4k on. This is why the key mods should be unranked.
HR is unranked, yet it only changes the accuracy for notes.
RD is unranked, but even though it changes the note placements, it still will let you end with the same combo number of the song.
And yet, Key Mods are ranked, even though they change the whole songs track and combo number!
Some people are saying "But some good songs are low key counts." YES I KNOW! I play those songs too and not always 7k! I just want the mod unranked, not the lower key songs!
Take this into consideration people, it's totally unfair for all of us skilled players.
That rank is from the old & broken PP system, from farming easy maps that are low key by default - key mods have nothing to do with this.October Scream wrote:
See this shit? Niclijou is this high when he is always using these key mods! This was today, and the whole time he had 4k on. This is why the key mods should be unranked.
HR is unranked, yet it only changes the accuracy for notes.
RD is unranked, but even though it changes the note placements, it still will let you end with the same combo number of the song.
And yet, Key Mods are ranked, even though they change the whole songs track and combo number!
Some people are saying "But some good songs are low key counts." YES I KNOW! I play those songs too and not always 7k! I just want the mod unranked, not the lower key songs!
Take this into consideration people, it's totally unfair for all of us skilled players.
This!Drace wrote:
We should be contributing on what makes a map hard and what makes a map easy, with possible example, to help tom make his algorithm.
Mania rankings on the site still redirect here https://osu.ppy.sh/news/73929298672 so idk why the broken preview-rankings still show up in-game, but we're basically still using the old PPv1 system with even more bias towards easy accuracy scores at the moment, but that'll get fixed. My point was that in that player's example, he didn't use key mods for his rank at all, but just played easy songs.October Scream wrote:
@Cozzzy, If the old system were the case, wouldn't those players still be low? Wouldn't we all be back to the ppv1 placements? Also, EZ and NF don't affect pp given (Same pp reduction is applied), I was trying to point out key mods -_-
First, I did not imply that only skilled players should only use 7k. I mentioned that in my first picture post. I play other key songs, just only if the max diff isn't 7k.Cozzzy wrote:
Mania rankings on the site still redirect here https://osu.ppy.sh/news/73929298672 so idk why the broken preview-rankings still show up in-game, but we're basically still using the old PPv1 system with even more bias towards easy accuracy scores at the moment, but that'll get fixed. My point was that in that player's example, he didn't use key mods for his rank at all, but just played easy songs.
Honestly, I just don't like it when people imply that anyone who doesn't play 7K exclusively is not a "skilled player". Without the key mod, I'd have to play the slow LN-spam maps people keep making for 4K
If you mean that you've become #3k or so during the last 3 or 4 weeks it's normal, lots of people have seen their rank skyrockets.falkon13 wrote:
Are auto converts a big deal in rankings? Admittedly this evidence is anecdotal and I don't know what ranking system the ingame system is displaying, but when I was solely playing auto converts I was just inside the 10k mark, ever since I've been playing osu!mania specific maps my ranking has shot up to 3k. I haven't suddenly become a much better player, but I've suddenly overtaken seven thousand people.
We have discussed this earlier in the thread (page 7), but Tom wants to try create an algorithm first. It would be easier it there was an algorithm, but a team dedicated to judging the difficulties of maps would also be very accurate.October Scream wrote:
What if we had something like a MMTT? (Mania Map Testing Team)
Since most mania maps have their multiple difficulties and some being harder than the highest star rating in there (ex. Wotamin-Gigantic O.T.N. Entozer's Another > L.I.A.'s Insane difficulty wise), the team would test a map before it is qualified or approved and they send in their difficulty ratings? I think this would help with the mania specific maps a lot.
Tom94 wrote:
Hello everyone,
note that currently the osu!mania ranking is not functional. If you have any suggestions on how the future system should work, then leave it in this thread, please.
I'd like to mention a few things regarding how I plan on tackling this.
The general direction:
- First of all, everyone can decide on his/her own which maps he deems good or bad, or which ones he/she prefers playing. We shouldn't be forcing certain maps on people by making them worth more for no sensible reason.
- I'll try to make an algorithm that's fair for both auto-converts and mode-specific maps. We will all see how it turns out, and if it's alright, then I see no reason to reduce the value of auto-converts. As mentioned above you are still free to play the maps you prefer playing. I can however understand where the auto-convert argument is coming from, and it'll definitely be addressed if there won't be a good solution that weights all maps the same.
- Default X-key modes exist for each specific beatmap for a reason. My initial plan is to give slightly more points to the default X-key mode of a particular beatmap than any custom one. This is not set in stone yet and most likely will change in one way or another while testing.
- Unfortunately X-key specific ranking is not going to happen. That'd be for one part a way too huge amount of things to manage and for the other would clutter up everything.
Beatmap difficulty:
This is were you all can help the most. My current concept is somewhere along the following: Similarly to how tp works with osu! standard maps I would like to instroduce strain values to measure how hard it is to play a certain map. This essentially means, that a higher note density will also be considered harder, while the algorithm is aware, that using a single hand or finger multiple times in a row is more demanding than simply alternating.
For mods the map will simply be transformed accordingly to what standard does in the moment. HR will increase OD, DT the speed at which the map plays back, etc.
I have not yet gone in-depth and it would be great if you could give me hints of what the hardest patterns are and how to rate difficulty. Any X-key feedback is welcome!
Are you arguing to change the way autoconverts are generated? They'll be bad no matter how they're converted. The extra dimension of having to aim with the cursor is lost when converting to mania so it's essentially trying to expand a 1 key game into a 4-7 key game and it simply doesn't work well.Hanyuu wrote:
If it counts in auto converts it should has something in it about the sliders.
Lower key maps should be worth a lot less now. Also there was a bug with holds that made them considered pretty much not at all. This has been fixed, too.Zealtron wrote:
Some quick feedback on things I'm seeing right off the bat. I'm seeing a lot more lower key maps being put at a higher difficulty than higher key maps, even though they're quite a bit easier.
ex. Akasha's 8k FEVER is lower than Little Star 4k INF.
unfinished's 4k Accel is 8 higher than its 7k Burst.
Another issue is how you're handling the difficulty for long notes (or maybe HP Drain/OD). Wintersun 7k Winter is definitely a lot lower than it should be.
That is a problem. hard charts with lower average difficulties usually result in good score and OK acc, but actually to master them you need to enter a much higher level in order to manage those extreme hard part. This cause many underrated cases in the list and we need to pay more attention on the maximum difficulty of a chart to judge its rate.Xcrypt wrote:
I judge underrated/overrated based on how hard it is to get a good score, not on a clear basis.
- rhythmical planet (collab) overrated, there are some pretty hard parts in there, but also quite a bit easy parts that pump up accuracy so it doesn't deserve to be so highly diff judged.
- imperishable night 2006 (7k insane) overrated, there are some pretty hard parts in there, but also quite a bit easy parts that pump up accuracy so it doesn't deserve to be so highly diff judged.
The current pp system is not functional. Please read the opening post next time.Andrew Chow wrote:
Is there a reason for this? Am I mistaken for saying that each beatmap only accounts for the score with the highest difficulty? (Well even if thats the case, shouldn't the 7k map be ranked as a higher PP map for me?
EDIT: Does this mean that ranked accuracy also takes into account converted beatmaps and beatmaps of lower difficulties?
I've been to this page at least 30 times and I've read the opening post quite a few times.Tom94 wrote:
The current pp system is not functional. Please read the opening post next time.Andrew Chow wrote:
Is there a reason for this? Am I mistaken for saying that each beatmap only accounts for the score with the highest difficulty? (Well even if thats the case, shouldn't the 7k map be ranked as a higher PP map for me?
EDIT: Does this mean that ranked accuracy also takes into account converted beatmaps and beatmaps of lower difficulties?
Tom94 wrote:
Hello everyone,
note that currently the osu!mania ranking is not functional. If you have any suggestions on how the future system should work, then leave it in this thread, please.
I'd like to mention a few things regarding how I plan on tackling this.
The general direction:
- First of all, everyone can decide on his/her own which maps he deems good or bad, or which ones he/she prefers playing. We shouldn't be forcing certain maps on people by making them worth more for no sensible reason.
- I'll try to make an algorithm that's fair for both auto-converts and mode-specific maps. We will all see how it turns out, and if it's alright, then I see no reason to reduce the value of auto-converts. As mentioned above you are still free to play the maps you prefer playing. I can however understand where the auto-convert argument is coming from, and it'll definitely be addressed if there won't be a good solution that weights all maps the same.
- Default X-key modes exist for each specific beatmap for a reason. My initial plan is to give slightly more points to the default X-key mode of a particular beatmap than any custom one. This is not set in stone yet and most likely will change in one way or another while testing.
- Unfortunately X-key specific ranking is not going to happen. That'd be for one part a way too huge amount of things to manage and for the other would clutter up everything.
Beatmap difficulty:
As for Taiko and CtB I also got an initial difficulty list for osu!mania ready. This is the gamemode I am the least sure about my results and so far only the base algorithm is done with no variations. However, you can already see how low converts are weighted simply because they are so easy, I've included a few of the harder ones:
https://docs.google.com/spreadsheet/ccc ... _web#gid=0
Get the feedback going.
Fixed already. Further algorithm changes regarding score scaling incoming soon.Aqo wrote:
http://osu.ppy.sh/b/231825?m=3 porno map top performance
[Normal] autoconverts beating 90% on mania specific highdiffs of charts
something somewhere went horribly wrong. please fix.
The lags have nothing to do with pp updates. And thanks. ^^Xcrypt wrote:
I have the same issue, and I know others who have too. Some of the harder maps became unplayable because of the choppiness.
Oh and good job Tom
Agreed. I was wondering how two of those ended up in my BP. Somehow, Extreme Fantasy 4K 99% is worth more than my Imperishable Night A rank tooSM_Bluefusion wrote:
Is it normal that weird auto-converted maps on the highest difficulty can beat any mania map by a ton?
Songs like:
http://osu.ppy.sh/b/152561?m=3
http://osu.ppy.sh/b/198428?m=3
http://osu.ppy.sh/b/152480?m=3
Everyone can recieve tremendous amounts of PP just by ranking them moderatly with any mod and I bet there are way more.
I agree with this, that's reasonable opinion.richardfeder wrote:
Just a quick glance >,<
Clearly there is huge issue about low key amount diff earning a relative high difficulty. One thing I want to point out is that you cannot simply put them all under one single rating system although we have to do that in the future anyway. So now in the early stage of ppv2 I suggest make unique list for every key amount or at least don't put something completely different(for instant 8k and 4k) together. The comparison among different key amount are totally none sense for now.
A couple of opinions:
In difficulty 6, take a look at 7k charts.
Unfinished 7k Hard and Eden HD. Those two clearly don't belong the group of difficulty 6.
Eden HD -> although there is no really outstanding difficult part in this chart, parts contain continuously 1/4 in a relatively high BPM and many 4key-press at the same time make this chart extremely hard compare to other maps in the same level.
Unfinished 7k Hard -> 146BPM with some 1/4 and easy 1/2... seems not harder than other maps in this level. Actually not. Pattern make this chart a little bit hard to read and press for players in that level such as 00:20:065 - and 00:25:099 - , and for those who can not master higher level it is extremely hard to earn FC and high acc(OD8 btw).
So what's important? Sharing a similar average density, songs contain remarkable hard part (like burst or strange pattern) are usually deserved a higher difficulty. Everything unique may makes a chart harder than usual.That is a problem. hard charts with lower average difficulties usually result in good score and OK acc, but actually to master them you need to enter a much higher level in order to manage those extreme hard part. This cause many underrated cases in the list and we need to pay more attention on the maximum difficulty of a chart to judge its rate.Xcrypt wrote:
I judge underrated/overrated based on how hard it is to get a good score, not on a clear basis.
- rhythmical planet (collab) overrated, there are some pretty hard parts in there, but also quite a bit easy parts that pump up accuracy so it doesn't deserve to be so highly diff judged.
- imperishable night 2006 (7k insane) overrated, there are some pretty hard parts in there, but also quite a bit easy parts that pump up accuracy so it doesn't deserve to be so highly diff judged.
Same thing also happened in 4k. Eg: Wu Xuan Lan 4k Hard and Insane Techniques 4k Hyper
Speed change and large amounts of LNs makes difficulty rise. We're so Happy obviously easier than other two charts due to this reason.
LNs patterns and speed change should also be considered.
Good Job!
This guy nailed it.Fudgyking wrote:
The issue here is that DT doesn't increase the score multiplier in mania and that the score is capped at 1 million. This means that even if you make a better score pp-wise with DT and do not beat your standard speed highscore, which is worth less pp, nothing will happen.
This gives an "unfair" advantage to those who didn't make a good standard speed score on a map and can play it with DT instead which gives more pp due to the increased difficulty of the map. Indeed, there are players who could make a decent score with the DT mod, but won't get anything out of it even if it is way harder than in normal speed because they already have a good standard score.
I see no way of solving this issue and keeping the score limit at 1 million at the same time unless it is possible to count only the best performance on a song instead of the best score.
On every single map I played with HD I had the same result as nomod; I don't play HD regularly and have not much experience with the mod but it feels like it makes no difference at all difficulty-wise.Fafeluke wrote:
How about HD/FL ?
Those mods needs considering too to be honest.
This is a great point -- there are probably a number of players who actually use hidden to legitimately reduce the number of objects/notes on screen. Score shouldn't be increased under any hidden circumstance. Fade in produces a similar effect, just the opposite portion of the screen.Aqo wrote:
On every single map I played with HD I had the same result as nomod; I don't play HD regularly and have not much experience with the mod but it feels like it makes no difference at all difficulty-wise.Fafeluke wrote:
How about HD/FL ?
Those mods needs considering too to be honest.
Can't speak for FL since I don't play it but I know people who play FL often end up finding it easier than nomod.
^Xcrypt wrote:
rank harder maps.
I agree,this is a great idea and a rating team would be really nice IF they dont abuse it for themselfes[TaikoTori] wrote:
Why exactly do we discuss DT usage right now? I feel like that is a point being very unimportant right now. What we should concentrate on is why certain converted maps give such an big amount of pp, and why certain mania-maps are considered easy while they are actually hard and vice versa.
The problem with the converted maps such as Extreme Fantasy might be the note density. I agree to an certain extend that yes, the note density on those maps are higher than on other maps, but note density does NOT equal difficulty.
Same thing with some of the mania-maps, especially Wintersun for example, that (in my opinion) should be placed a lot higher than it already is.
There are certain patterns that do not seem hard, but are really hard in reality due to how exactly they are placed. For example http://osu.ppy.sh/b/330588 [Eien] as a Longnote training map, is very, very easy in terms of noteplacement, but this only counts if you are good with Longnotes in the first place.
In my humble opinion, there are two options:
a) Calculate alot of patterns into your algorithm, and i mean -alot- because there are alot.
b) Have a Mania-Difficulty-Rating-Team, as that may an option as long as there arent alot of maps and they could still catch up.
Atleast thats how i see it.
I think the community (-> us) would complain about certain ratings from said team if something seems way off.Xenlon wrote:
I agree,this is a great idea and a rating team would be really nice IF they dont abuse it for themselfes.
It's not a bug. DT is considered as of now, that's intended behaviour. Whether that will change isn't clear yet.arcwinolivirus wrote:
I think fixing the DT bug will be a good start. DT is giving too much PP without score multiplier.
I see.. that conflicts in score system. I wonder what will change. If there's going to be an unranking score feature just to have DT score, that would be a problem in ranking scoreboard of the song (Mostly top 10 will be no mods and DTs are uhh.. ). If DT will be implemented by score multiplier, the whole mania ranking will change because scores are passing through the limit 1M. (meaning re-playing all the songs we just recorded back then and new sets of scoreboards of all songs).Tom94 wrote:
It's not a bug. DT is considered as of now, that's intended behaviour. Whether that will change isn't clear yet.arcwinolivirus wrote:
I think fixing the DT bug will be a good start. DT is giving too much PP without score multiplier.
I'm seeing very subjective stuff here. Many people I've talked to speak differently about their DT scores. Don't expect everyone to have the same opinion as you, a ranking system is supposed to please as many as possible.October Scream wrote:
This thread in a nutshell: ppv2 is crap.
DT should not be considered if it should give extra pp or not. It should already not be giving extra pp. The only way it could be remotely considered if it was to give extra pp when you're in the top 8 of a song. The only ones I've seen using DT are the top 10 O!M players, and their non DT scores are a hell of a lot better than there recent DT scores. It would have been best to stick with a broken ppv1 I would say since it didn't give any extra pp to players who used mods (But the star system is broke, which I will talk about in the next paragraph).
The difference is, that an algorithm decides the difficulty of maps. I'm not sitting here giving maps difficulty values by hand. Everything is done automatically, which ensures, that every map gets the exact same treatment. Having people determine the difficulty would automatically introduce bias. And a huge mess of management effort which isn't needed if an algorithm takes care of it. Not even speaking of the days if not weeks / months it'd take a team to work through every single ranked map and consent on a suitable difficulty.October Scream wrote:
And on the topic of Auto Converts; why only count certain auto converts, and deny a team of O!M map judges? The method of suggesting which maps are giving too much pp for their difficulty from other players to you is almost the same as having a map judging team; the only difference is that it's the final opinion of one person instead of multiple people, which is far more accurate than one person or a broken star system.
Not true. Strains are not density. This is not "one" algorithm concept, more like a medium that represents how things get harder with time. It applies to any hard pattern, that if it constantly is of about the same difficulty, then it gets harder the longer it is. That's what strain values capture.Drace wrote:
Tom, looking over the list again, it will be impossible to make an even semi-accurate algorithm with only strain values. Its like judging a sport's team on only their muscle mass...
I'm pretty sure there are some general rules that define which things make patterns hard, or at least approximate that well enough. The trick is to find that those rules.Drace wrote:
You're gonna have to set up a pattern library and put maps against it for any hope of this being successful.
Nothing stops anyone from getting it going. I for sure am not suitable for that job. I'm a horrible manager and know little about mania. And on top of that I don't have much time at my disposal. What I am good at, or at least think I am, is doing the algorithm stuff.Drace wrote:
Also a difficulty rating team won't be hard to run and manage at all. The only thing is it might be slightly challenging to get it started.
This is like what you said to me about opinions. For some people, they find jackhammers incredibly easy, but stairs hard, vice versa.Tom94 wrote:
Of course nothing stops you or anyone from providing a list of easy and hard patterns.
Weren't we trying to avoid something like that before? Pretty soon, some people will start saying that what you're using is broken as well.Tom94 wrote:
Everything is done automatically, which ensures, that every map gets the exact same treatment.
^ Get it started sooner and it will work easily. There should be multiple rules for applying though, like being above rank #200, skill in modding, have made a map, and/or are a BAT member. Even some low rank people could help by testing out easy maps and such. How a process could work is first, the map should be qualified. Once that happens, about 7 users should play each diff (not all having to be the same players each diff) with no mods, a vision mod, or hard rock (No key mods, random, or easy mods), and should get a C or greater. They would use a forum to fill out that would judge by a scale of 1-25 or any other number on things such as patterns, note frequency, chords, freezes, etc. They'd submit their opinion to Tom94 (Since he's running it mostly ATM) and then a simple math equation could be done to find an average of everyone's submitted fourm.Drace wrote:
Also a difficulty rating team won't be hard to run and manage at all. The only thing is it might be slightly challenging to get it started. It'd just be an extra step between bubble and rank, it will more accurate than any algorith, and a number of members will make it not biased. There's also no reason for this to take months haha
Do you think an automatic difficulty calculation algorithm is inherently broken? If that is the case, why?October Scream wrote:
Weren't we trying to avoid something like that before? Pretty soon, some people will start saying that what you're using is broken as well.Tom94 wrote:
Everything is done automatically, which ensures, that every map gets the exact same treatment.
October Scream wrote:
This is like what you said to me about opinions. For some people, they find jackhammers incredibly easy, but stairs hard, vice versa.Tom94 wrote:
Of course nothing stops you or anyone from providing a list of easy and hard patterns.
I don't think that solution would solve the problem about patterns being subjective, even, it would involve even more subjectivity (not all people would consider a difficulty of "21" the same), and it would add randomness (due to the judges not being always the same people; and even if they were the same people all the time, there is still an element of randomness in their own judgments).October Scream wrote:
^ Get it started sooner and it will work easily. There should be multiple rules for applying though, like being above rank #200, skill in modding, have made a map, and/or are a BAT member. Even some low rank people could help by testing out easy maps and such. How a process could work is first, the map should be qualified. Once that happens, about 7 users should play each diff (not all having to be the same players each diff) with no mods, a vision mod, or hard rock (No key mods, random, or easy mods), and should get a C or greater. They would use a forum to fill out that would judge by a scale of 1-25 or any other number on things such as patterns, note frequency, chords, freezes, etc. They'd submit their opinion to Tom94 (Since he's running it mostly ATM) and then a simple math equation could be done to find an average of everyone's submitted fourm.
I believe other people like Drace said what I just want to said below.Tom94 wrote:
There won't be any rating team, due to the immense amount of time that'd be required to manage it, sorry. Give the algorithm chances, write which maps you think are rated wrong as some others already did.
I already have ideas on how to circumvent those high-density patterns from being weighted too much.
I implied thatxxbidiao wrote:
Imperishable night 2006 is underrated. Its later half is crazy.
You should get what I mean - It's nonsense at all to the community, because other people may find it easy or even harder - in one word, have different thoughts. And it's all about the norm we set up during our years of rhythm gaming experience.xxbidiao's thought wrote:
Imperishable night 2006 is underrated. Its later half is crazy. That's why I can't get good score on this song amongst other song of same "difficulty".
You implied that "I'll degrade these players who is good at high-density pattern playing" (To some extent moving away from IIDX norm to O2Jam norm).Tom94 wrote:
I already have ideas on how to circumvent those high-density patterns from being weighted too much
It's still possible to take the average of the opinions of multiple people.October Scream wrote:
This is like what you said to me about opinions. For some people, they find jackhammers incredibly easy, but stairs hard, vice versa.Tom94 wrote:
Of course nothing stops you or anyone from providing a list of easy and hard patterns.
What exactly do you mean by that. What did you want to avoid? I've always wanted equal treatment of maps in regards to the difficulty constraints.October Scream wrote:
Weren't we trying to avoid something like that before? Pretty soon, some people will start saying that what you're using is broken as well.Tom94 wrote:
Everything is done automatically, which ensures, that every map gets the exact same treatment.
It'd be impossible for me to manage the team itself, due to having only limited time and lack of knowledge about the gamemode.October Scream wrote:
^ Get it started sooner and it will work easily. There should be multiple rules for applying though, like being above rank #200, skill in modding, have made a map, and/or are a BAT member. Even some low rank people could help by testing out easy maps and such. How a process could work is first, the map should be qualified. Once that happens, about 7 users should play each diff (not all having to be the same players each diff) with no mods, a vision mod, or hard rock (No key mods, random, or easy mods), and should get a C or greater. They would use a forum to fill out that would judge by a scale of 1-25 or any other number on things such as patterns, note frequency, chords, freezes, etc. They'd submit their opinion to Tom94 (Since he's running it mostly ATM) and then a simple math equation could be done to find an average of everyone's submitted fourm.Drace wrote:
Also a difficulty rating team won't be hard to run and manage at all. The only thing is it might be slightly challenging to get it started. It'd just be an extra step between bubble and rank, it will more accurate than any algorith, and a number of members will make it not biased. There's also no reason for this to take months haha
There definitely needs to be something done with DT, and removing the pp bonus of it is one possibility that's not unlikely to happen. I completely agree, that the current situation where DT and nomod share the same leaderboard and even the same score range is bad if DT is taken into consideration for pp.xxbidiao wrote:
I believe other people like Drace said what I just want to said below.Tom94 wrote:
There won't be any rating team, due to the immense amount of time that'd be required to manage it, sorry. Give the algorithm chances, write which maps you think are rated wrong as some others already did.
I already have ideas on how to circumvent those high-density patterns from being weighted too much.
I'm not saying the algorithm is "wrong". It's always "correct" and reflect one kind of difficulty - based on a certain norm.
Actually, we everyone have a norm. For example, when I say thatI implied thatxxbidiao wrote:
Imperishable night 2006 is underrated. Its later half is crazy.You should get what I mean - It's nonsense at all to the community, because other people may find it easy or even harder - in one word, have different thoughts. And it's all about the norm we set up during our years of rhythm gaming experience.xxbidiao's thought wrote:
Imperishable night 2006 is underrated. Its later half is crazy. That's why I can't get good score on this song amongst other song of same "difficulty".
For instance, I started rhythm gaming on Taiko no Tatsujin and DJMAX / DDR, which is all note-biased. Without good experience on slider-style song, I'm good on IIDX style songs, but poor at O2-style songs.
However, Fate_Yakumo, another player who is of O2Jam expert, find these slider songs easy - He can S a song of O2Jam style that I can't pass. When coming to IIDX songs, instead of one-side winning, we are just at the same level, something 70% vs 30%.
You guess what? I always overrate slider-biased song, and he always overrate note-biased ones.
This example reflect 2 common norm in 7/8K: IIDX norm and O2Jam norm. There are also many more, and every key amount have multiple norms. Sadly they are not enough compact with each other. And whether you admit it or not, you are setting up your own norm.
Just like what you have said,You implied that "I'll degrade these players who is good at high-density pattern playing" (To some extent moving away from IIDX norm to O2Jam norm).Tom94 wrote:
I already have ideas on how to circumvent those high-density patterns from being weighted too much
So this is why I keep saying that "This difficulty number does nothing with actual difficulty at all" and "We should try to admit there are weighted songs".
Considering the diversity of mania players, however you modify your algorithm, there are always some people winning, and some people losing.
My suggestion is, however hard it is, and however offence you made, a certain norm should be set up. Whether you choose BMS norm (note biased, density and jackhammers counts ) or O2Jam norm (slider biased, coordination counts) or even DDR norm (hand speed counts) or a mixture of them, Don't hesitate to say that "I mean to hurt you" because what norm you choose you hurt some people who have ability that the norm doesn't emphasize on. What's more, the process of letting players finding their weighted song is fun, isn't it?
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For the DT stuff, I actually have more to say.
Why do people come here to protest about DT score problem?
Actually it's not about scoring at all (People can play DT on the first run).
DT getting higher weight neglects the design of the osu!mania system.
You may have noticed that osu!mania has the most strict judgment with MAX even on OD0 (Actually OD0 and OD10 has no difference on timing of MAX). This is intended because most people agree that osu!mania should be different to other modes by having judgment emphasized, not combo. (o!m once calculate score just like o!standard and current scoring system is later decided.) The philosophy inside is that 1 more MAX is good.
However having DT heavier weighted, though completely reasonable, is going against this. People may achieve a just-so-so S score to win more PP then a SS with 90% MAX ratio. This put osu!mania far away from it's emphasize on judgment, to the extent that people just DTing every song regardless of judgment, and people no longer care about MAX ratio. This is surely what people don't want to see. (Feature requests on DT bonus score has been rejected multiple times both by faculty and players)
So unless ppy somewhat change the mechanism to make DT version of the beatmap a whole new one and have its separate scoreboard, I suggest no bonus for DT for now.
This happened to me in the old system and I put it down to people that were lower ranks than me moving up and therefore putting me down, I assumed this only updated after i'd played my first song. There also seems to be a bug on other gamemodes where peoples PP is going down after beating there personal best, I expect this will be patched soon if it's also affecting o!m.Thing O Doom wrote:
Sorry to bother, I'm a noob and don't really have a place in these discussions,
but recently since the new system came out, I've been playing harder maps (That I get a terrible score in).
I'll get like a B or C on a map, then come back to it later and beat my personal highscore on the map, then I visibly watch my ranking drop when the screen flash updates in the song stats screen. I know the system is unstable but I don't remember this being a thing in the old system, correct me if I'm wrong. This makes me not want to play online and improve w.w""
Dropping your pp by beating your score is extremely unlikely in o!m. You'd need to get just barely more score with a lot worse accuracy for that to happen.milky228 wrote:
This happened to me in the old system and I put it down to people that were lower ranks than me moving up and therefore putting me down, I assumed this only updated after i'd played my first song. There also seems to be a bug on other gamemodes where peoples PP is going down after beating there personal best, I expect this will be patched soon if it's also affecting o!m.Thing O Doom wrote:
Sorry to bother, I'm a noob and don't really have a place in these discussions,
but recently since the new system came out, I've been playing harder maps (That I get a terrible score in).
I'll get like a B or C on a map, then come back to it later and beat my personal highscore on the map, then I visibly watch my ranking drop when the screen flash updates in the song stats screen. I know the system is unstable but I don't remember this being a thing in the old system, correct me if I'm wrong. This makes me not want to play online and improve w.w""
Most likely, since ranked mania maps star rating is fixed right now (no more Another's as Normal's ftw) for unranked maps it may be bugged/wrong thoPyaKura wrote:
Hey,
Just checked the page of my new mapset that I submitted yesterday (http://osu.ppy.sh/b/380286&m=3).
The diff rating went from Easy and Normal to Hard and Insane for the first two diffs. Does this have anything to do with the changes being made with the diff rating and ranking system ?