Well ppv2 is SKILL based, so that just makes sense.
That would kill the majority's fun.Seph wrote:
Well ppv2 is SKILL based, so that just makes sense.
Why is that necessary?Seph wrote:
The only way to remove PP farming is to not include easy/normals/hards (unless those hards really do give some challenge, besides adding HR/DT)
simply put, manually adding maps, but that would be a pain in the ass
how did that become 2100pp when 300+200=500 watFull Tablet wrote:
If maps are too easy, then they won't give much pp at all (unless the difficulty calculation algorithm goes horribly wrong).
Example:
A player plays 5000 easy maps, each play worth 100pp. Then it's total pp would be ~1000pp.
Another player plays 1 hard map (worth 300pp), and also has about about 20 plays worth about 200pp. Then it's total would be about ~2100pp
TheVileOne wrote:
Awarding pp should still be based on relative rank and your relative performances. I believe it still is even with the new changes. It is incorrect to say that removing the value of Easy/Normal/Hard modes will resolve this problem. Noone is saying that Easy/Normal/Hards can be farmed under the new system and unless it is a bug with the system, they shouldn't be able to be farmed under the new system for people who have not moved on to maps far above that skill range.
Think of the ranking system as having invisible tiers. In order to get to the next tier your average performance needs to be at a certain bar. This ensures that noone can farm into ranks they do not deserve. The fact that there are farmable maps (given that these maps are not below the player's assumed skill level for his rank) is a non-issue. A player can farm maps within his skill level all he wants, and his rank will always stay within his invisible tier in which every player around him shares a similar skill level.
The presence of maps that are easier than the average skill level required for a map to give x number of pp are the rogue maps. These maps are the ones that allow players from a lower tier to work their way into a higher tier with a lower degree of effort. These maps should be reduced as much as possible.
I think you both don't quite understand how pp works. The total pp of a player isn't just his 20 best plays added up or something. The plays are individually weighted by how far up they are.Seph wrote:
how did that become 2100pp when 300+200=500 watFull Tablet wrote:
If maps are too easy, then they won't give much pp at all (unless the difficulty calculation algorithm goes horribly wrong).
Example:
A player plays 5000 easy maps, each play worth 100pp. Then it's total pp would be ~1000pp.
Another player plays 1 hard map (worth 300pp), and also has about about 20 plays worth about 200pp. Then it's total would be about ~2100pp
and who knows, the calculation MIGHT go wrong, and I'm only not referring to easy maps, someokayhard diffs (not insanes okay) gives insane amounts of pp, you just gotta look for them. anyhow this still doesn't change the fact that you can still pp hoard so w/e
I think you both don't quite understand how pp works. The total pp of a player isn't just his 20 best plays added up or something. The plays are individually weighted by how far up they are.i know this isnt a big deal, but do you think you can make it so pp shows up to the 2nd decimal? right now if you have 3000.05 pp it only shows up as 3000 pp, would make tracking pp easier for players especially since most people are probably only getting a fragment of 1 pp per map
A player's best play is weighted the most, the second best play a little bit less, the third best play a bit less again, and so on. The exact formula is:
Total pp = (1st Score's pp) * X^0 + (2nd Score's pp) * X^1 + (3rd Score's pp) * X^2 + ... + (nth Score's pp) * X^(n-1)
where is slightly below 1. For instance 0.95.
This way only the best scores of a player are relevant.
If hards, normals or easys are worth too much, then please let me know. It probably is connected to a bug in the algorithm.
theres a very simple reason as to why we need pp, osu was and should always be considered competitive, having fun is just part of the game, we need some form of ranking system or a significant portion of the players (myself included, and quite a bit of people i know) will stop playing out of boredom, i stopped playing osu after the pp system went down because it was boring, i didnt feel i was getting better (simply being able to beat a map i couldnt beat before does not mean i got better, it just means ive played the song enough to not miss on it (someone else in this thread agrees with me on this aspect)TheVileOne wrote:
I was aware with how pp is weighted. I have to deal with many issues concerning pp. My concept of invisible tiers still applies if the pp system is truly worth its salt. If pp does not indicate that player A is performing better than player B, then I don't see the point to having pp at all. There needs to be invisible bars in which a player must have a baseline level of skill/performance to reach such a rank.
The high end of the player's performance list should be a representation of a player's skill level. That way only similarly skilled players will be grouped together on the ranking list. It doesn't matter where on the ranking list you are among this group of people, because all of you share very similar skill ranges. For example I am ranked within the 1500-~2800 ranking tier in CTB. Most players within this rank are at or above my skill level. There shouldn't be very many below my general skill level at my rank.
it's march and people are still having problems on if pp or ranking should exist in the game, the answer is yes, if there is no ranking then theres no competitive value, if you want to be a casual then you already are one, you've been one since you started this game, idk why people get this idea that casual's didn't exist in ppv1, i can name like 20 off the top of my head, just don't play the game for ranks but for fun, so why in your mind you think that you have complain and say ranking is stupid, a lot of people in this thread would have not got better if it wasn't for those hours and weeks of grinding one map to show people that your a fruit catching badass LOL -cough cough 119- also to provide ppv2 feedback, make maps that not a lot of people FC, very heavily weighed, like distorted love song or Atama no Taisou [Angel Honey] Dakky is #1 with HR, I'm not sure why that's not on top 5 performances, because if you can pull that off, then your good as fark, that is the #1 thing that bothers me in ppv2, when HR is not special and being top 8 on a very difficult map.-Tachibana- wrote:
theres a very simple reason as to why we need pp, osu was and should always be considered competitive, having fun is just part of the game, we need some form of ranking system or a significant portion of the players (myself included, and quite a bit of people i know) will stop playing out of boredom, i stopped playing osu after the pp system went down because it was boring, i didnt feel i was getting better (simply being able to beat a map i couldnt beat before does not mean i got better, it just means ive played the song enough to not miss on it (someone else in this thread agrees with me on this aspect)TheVileOne wrote:
I was aware with how pp is weighted. I have to deal with many issues concerning pp. My concept of invisible tiers still applies if the pp system is truly worth its salt. If pp does not indicate that player A is performing better than player B, then I don't see the point to having pp at all. There needs to be invisible bars in which a player must have a baseline level of skill/performance to reach such a rank.
The high end of the player's performance list should be a representation of a player's skill level. That way only similarly skilled players will be grouped together on the ranking list. It doesn't matter where on the ranking list you are among this group of people, because all of you share very similar skill ranges. For example I am ranked within the 1500-~2800 ranking tier in CTB. Most players within this rank are at or above my skill level. There shouldn't be very many below my general skill level at my rank.
But that's what the current weighting already does. Instead of having fixed hard-thresholds it's a smooth function. No other difference.TheVileOne wrote:
I was aware with how pp is weighted. I have to deal with many issues concerning pp. My concept of invisible tiers still applies if the pp system is truly worth its salt. If pp does not indicate that player A is performing better than player B, then I don't see the point to having pp at all. There needs to be invisible bars in which a player must have a baseline level of skill/performance to reach such a rank.
The high end of the player's performance list should be a representation of a player's skill level. That way only similarly skilled players will be grouped together on the ranking list. It doesn't matter where on the ranking list you are among this group of people, because all of you share very similar skill ranges. For example I am ranked within the 1500-~2800 ranking tier in CTB. Most players within this rank are at or above my skill level. There shouldn't be very many below my general skill level at my rank.
I support that, it will do pp more intuitive imo because you can do an insane map and get 0.05 pp, and you know that your work is recognized.-Tachibana- wrote:
i know this isnt a big deal, but do you think you can make it so pp shows up to the 2nd decimal? right now if you have 3000.05 pp it only shows up as 3000 pp, would make tracking pp easier for players especially since most people are probably only getting a fragment of 1 pp per map
Yup, there is analyzing happening. Having the weights display in the best performances also is an option.TheVileOne wrote:
FYI I was not making a suggestion. I was only making a response addresses to those who are thinking that farming is an issue with the new system. There should be no way to farm your way into a rank that doesn't reflect your capable level of play compared to those around your rank, at least when you get into the top 5000. If you find maps that constantly give you pp, then these maps should be considered more difficult than maps that were rated as giving less pp in your list of performances (before weighting).
There is usually some wiggle room as you move into the next tier of play. Someone who mysteriously one day starts playing songs with more proficiency, and starts performing well at songs he could not previously compete will find himself rapidly moving up the ranks, because each one of these plays will be better than plays he previously acquired. He/she is moving towards the next tier of skill/performance in the ranking. You could call this rapid gain of pp by playing better as farming. Farming is not a bad thing if it is because the player is truly getting better at playing or just playing better.
There is no amount of farming I could do to get me to rank 1500 from where I am at. It would take many many tries to get to the next tier. I am probably underestimating how much pp it takes to progress x number of ranks. I am curious about what percentile of plays in your performance list have considerable impact on your rank. What range is the bulk of your pp located? At what point is the worth of a performance is greatly diminished or doesn't have a very high impact on rank?
Will you and do you collect data on performance trends? Maybe it would be useful to analyze such data in order to determine problems with the system, and just for statistics reasons. I guess it doesn't have to be publicly available to prevent people from maximizing their pp, by filling their lists with similarly valued songs within their skill level, but some data might be safe to release.
You could allow us to view how our pp is distributed amongst our top 1000 performances. (Is it still only 1000 or did you happen to include more plays?) We could then infer things about our own true skill levels based on whether our pp values are based on a few songs or the culmination of many songs. We could have an average performance that will tell us where we are in terms of skill level. Are we better at aim, or accuracy? Do we prefer a certain mod? What mods do other player prefer at x rank? There is a ton of data that can plotted into graphs that could be used to evaluate one person's skill level to another person's and not only one facet of skill, but several different facets.
thats not soo true, it's not as draining to focus in CTB as in Stanadard aslong the AR and CS are not to high, for example i played paramax 7xtimes and always FC'ed it. same with most other marathons i tried more then onesTheVileOne wrote:
I think you should be giving extra weight for keeping combo in longer maps. Even if most of it is streams instead of aim intensive patterns, it's easier to make a mistake and it ruins your chance at a top ranking. You can't easily perform well on these maps, because of how much time it takes to get consistent at them
what......lol. i completely disagree with this,no point.-Tachibana- wrote:
i agree with vile, stamina (or concentration, what ever you wanna call it) is definitely a skill that should be thrown into the equation, clearly if no one has ever gotten a FC on the song, even if it isnt ar10 it shows that the song is hard enough to warrant more pp
which brings me to another suggestion on top of the showing decimal points for pp
you should make it so pp is weighted based on performance (like it is now) but also based on the other players who played the map, for example if i fc a song as a rank 2000 that even a rank 100 couldnt fc (with the same mods) i should get more pp (because at the very least, in this map i am better than the rank 100 player)
-Ryuujii- wrote:
what......lol. i completely disagree with this,no point.-Tachibana- wrote:
i agree with vile, stamina (or concentration, what ever you wanna call it) is definitely a skill that should be thrown into the equation, clearly if no one has ever gotten a FC on the song, even if it isnt ar10 it shows that the song is hard enough to warrant more pp
which brings me to another suggestion on top of the showing decimal points for pp
you should make it so pp is weighted based on performance (like it is now) but also based on the other players who played the map, for example if i fc a song as a rank 2000 that even a rank 100 couldnt fc (with the same mods) i should get more pp (because at the very least, in this map i am better than the rank 100 player)
Sprinters are more muscular.-Tachibana- wrote:
ill give you an example, are you saying that marathon runners are not equally if not more fit than sprinters?
my point is, most sprinters cant beat marathon runners in long distance running and most marathon runners will probably lose to a sprinter in a 100m dashFull Tablet wrote:
Sprinters are more muscular.-Tachibana- wrote:
ill give you an example, are you saying that marathon runners are not equally if not more fit than sprinters?
CTB diffs and converts are treated completely equally.-Kurisu- wrote:
Are CTB diffs still weighted more heavily than converts just because they have a ctb tag on them? I'm wondering because most of my best performance are still ctb rain diffs, which aren't all that hard at all compared to other maps I've fc'ed/performed well on. Also, I think the 'jumpiness' contribution towards ctb pp needs to be reevaluated, as hyperdases alter the difficulty of a jump (usually makes it easier). So just because a map has back and forth jumps across the edge of the screen (ex: https://osu.ppy.sh/b/55474?m=2), that does not necessarily mean it should be weighted as more difficult than jumps that are closer together (ex: https://osu.ppy.sh/p/beatmap?b=108021&m=2). The second example is significantly more difficult and I think most players would agree, yet the first gives a ton of pp despite the hyperdashes which assist in the jumps.
TheVileOne wrote:
I'm referring to stream related marathons. I'm thinking that in this particular cases and perhaps others that difficulty is being downgraded, because of all the streams in between each jumpy pattern. We're talking about a map that literally has no one person on the list who has not missed a fruit (fruit, not droplet). The streams require constant left and right adjustments to hit. It's not like all the fruits are in straight lines for most of the time.
Maybe it's not an issue. It's hard to say until I know what level the song is. Anyways I think that getting over 3000 combo is this song in CTB is impressive. It may not be top tier, super omg difficult to do, but it shows that you can play long bouts of constant gameplay sections without missing.
I should probably increase the AR bonus above AR9.Seph wrote:
ranked 8 on image material and it never even gave anything :v actually ranked down after that lmao
I'm pretty sure they'll change again, since many of my best performance are still noob diffs.-Ryuujii- wrote:
i have a question, are the ranks we have now going to stay the way they are, is the system already done and finished or ranks will change again?
It must be change because still there are many problems i think.119410501 wrote:
I'm pretty sure they'll change again, since many of my best performance are still noob diffs.-Ryuujii- wrote:
i have a question, are the ranks we have now going to stay the way they are, is the system already done and finished or ranks will change again?
PPv1 considered those though. So I don't see why now the system is actually worse.-PM- wrote:
It must be change because still there are many problems i think.119410501 wrote:
I'm pretty sure they'll change again, since many of my best performance are still noob diffs.
1. Some many not difficult maps in best performance.
2. Still big pp is too concentrated to many CTB diffs or jumping maps. It must be dispersed to other hard standard maps and balance maps (Ex : http://osu.ppy.sh/p/beatmap?b=93893&m=2, http://osu.ppy.sh/p/beatmap?b=25580&m=2), old maps
3. If you "just clear" big pp map (Ex : http://osu.ppy.sh/p/beatmap?b=104229&m=2, http://osu.ppy.sh/p/beatmap?b=55474&m=2, etc...), you can receive big pp "unconditional" (Although cleared with Easy mods (EZ,HT,NF) or not rank in #50 Scoreboard)
4. Still there are no bonus for HR, in high CS and DT, FL in high AR
The only reason why CtB specific maps seems to be more weighted is that CtB maps are jumpy maps, and jumps are really important with this new pp, right?Tom94 wrote:
HardRock _is_ considered by quite a bit. All maps are weighted equally, CTB maps don't get any bonus just because they're CTB-specific.
Now the problem is to know how to change the algorithm to detect "complex" jumps, it's hard point because the concept "complex" referring to jumps is not defined so good i guess.seicHmsc wrote:
then try to focus on jumps complexity instead of jumps distance, it's true that my map, romaji voice is not that hard, because the jumps are big but not complicated.
seicHmsc wrote:
give examples of complex jumps, i can't do it now
Exactly. Few examples:TheVileOne wrote:
Eh not sure if the ctb community considers it complex or not. But having a large non hyper jump right after a hyper jump can be more precise than if there was two regular large jumps.
I agree with mikhe.mikhe wrote:
then try to focus on jumps complexity instead of jumps distance, it's true that my map, romaji voice is not that hard, because the jumps are big but not complicated.
Now the problem is to know how to change the algorithm to detect "complex" jumps, it's hard point because the concept "complex" referring to jumps is not defined so good i guess.
Edit: I want to say it's hard to compute mathematically a complex jump because is hard to detect only with formulas.
based from TheVileOne's quote. I also want to mention, there are many jumps are harder or chained jumps instead of distance jump.TheVileOne wrote:
But having a large non hyper jump right after a hyper jump can be more precise than if there was two regular large jumps. I have already mentioned that jump chaining is more difficult than regular standalone jumps, especially non-hyper chains. Hyper and non-hyper 1/2th node jumps that increase in spacing with each jump are quite tricky to time. Chains that suddenly become regular jumps after several hypers are slightly more difficult due to the first reason I presented. Jumps that start or end with horizontal mini-repeat sliders or wide wigglies are more precise, because you need to keep the ryuuta in a particular place to avoid missing a fruit when going for the jump.
I dont think that the difficulty is calculated for the CtB mode, i think the stars (the difficulty of a map) is calculated like an osu! standard map. Not totally sure, but it was how it works in the past. (If someone knows, correct me pls)TheVileOne wrote:
These types of patterns should be factored into the difficulty level of the map to begin with. The amount of pp a map is worth is based on this difficulty rating. I think that complex patterns are already considered towards the difficulty value. This value determines how much pp a map is worth. There is already calculations going on, but we don't know the exact values of maps yet.
That's a better example of you want to sayTheVileOne wrote:
Example
It looks like you can just stay in the middle to catch the fruits, but you just can't. It's like in between two movement frames, so that you can't quite position yourself in the correct place to catch all the fruits, you are forced to move back and forth for each fruit.
It isn't the purpose of this threadDakkyChan wrote:
Is that so hard to fix the hyperjumps again ?
Be more clear with your idea, because i can understand it like to cope with this pp system to change it or to adapt to it.Seph wrote:
Is trying to cope with change that hard?
Yep, you are right, the rest of the map is pretty easy... i dont know how to weight that, but at least something i think.DeathXHunter wrote:
Is it worth to be in the high top performance just because they managed to do that 1 pattern? The rest of the map is pretty easy,imo.
The algorithm isn't just counting the jumps. It'd mostly taking the hardest patterns, which are currently determined by jump speed, and I agree with you that it isn't very optimal. Thanks for all the input, also to all other people who posted here, and I hope to incorporate that into the algorithm at some point.mikhe wrote:
I dont think that the difficulty is calculated for the CtB mode, i think the stars (the difficulty of a map) is calculated like an osu! standard map. Not totally sure, but it was how it works in the past. (If someone knows, correct me pls)TheVileOne wrote:
These types of patterns should be factored into the difficulty level of the map to begin with. The amount of pp a map is worth is based on this difficulty rating. I think that complex patterns are already considered towards the difficulty value. This value determines how much pp a map is worth. There is already calculations going on, but we don't know the exact values of maps yet.
One last thing, we don't need to know the algorithm, the exact pp of a map, we ONLY should know how it works, the future should be: "I see that pretty complex jumps in that map, i'm sure that this map give me pp"... *after some play* ... "I got X pp, nice". There are some differences between to know the EXACT value and to know that SOME pp will be added to your profile.
Now, i want to say something about the algorithm. I think is wrong, because it judges the pp amount of a map in base of the quantity of jumps and the distance between this jumps. What is wrong? Easy, the jumps are so overrated that some player can do HR+HT or EZ and get one of his top ranks, some examples:
- RAMPAGE88 with Team Nekokan - Can't Defeat Airman (hid+HR+HT)
- Dark Diego with the same (hid+HR+HT)
- ExGon with IOSYS - Cirno's Perfect Math Class (EZ+FL)
- ExGon with Yousei Teikoku - Kokou no Sousei (HR+HT)
There are 3 pro players, i'm sure there are so pro, but they has a huge valoration of his skills in those maps with HT and EZ!! And they have so many records even better than these.
Solution, in my opinion, first of all we have to nerf HalfTime and Eazy mods in the pp calculation. Maybe a solution could be that if you use Eazy you will get 0.5*pp and if you use HT 0.3*pp (like the nerf in the score when you use these mods).
Secondly we should open our mind, a map is not neccesary harder if we have 100 jumps, even if +50% of jumps are with hyperdash. Why is a map harder than other one? I think, always is my opinion, if you do a map with insane streams+jumps it's soooo hard, for example 44teru-k remixed wa. - Higanbana Daini -Shuusei no Lycoris-, even if you don't have "jumps" properly, but your map have streams and can't get the fruits simply stand quiet and you have to move so fast to get or to be lucky to get without any movement, for example Shounen Radio - neu.
So, i guess you don't have to do (i'm talking with you Tom) an algorithm that try to count jumps, distance and calculate pp (ofc i suppose that you count the mods, DT, hid...etc in the algorithm). I think we should create an algorithm which can detect patterns (using a data base for example). Now the point is... how many pp are fair to each pattern? I really don't know at the moment, but all the community of CtB can help us in that, i think we can work from this point all together
I'm waiting some response(positive or negative but always with respect!)
Edit: I'm sure we can find more examples of complex patterns in some CtB maps, please help me people, say some!
You have to do that pattern twice in that map. Well at least you had to do it in the stream compilation twice and in that case it's more than halfway through a 10 minute drain map (12 minute long song). Anyways should be classify as a very hard pattern. Other patterns like it need to be considered as well. They fall under chain jumps.DeathXHunter wrote:
Is it worth to be in the high top performance just because they managed to do that 1 pattern? The rest of the map is pretty easy,imo.
The difficulty algorithm is run seperately for hardrock, easy, doubletime and halftime. Don't worry, it's just just a flat difficulty bonus.TheVileOne wrote:
When can we expect a more expansive list of difficulty values?
I would like to evaluate difficulty further, but it's very difficult when I cannot confirm how hard a map is compared to another map. It's pretty clear what some of the hardest CTB maps are, but it's not so clear where the maps that fall under them are. Maybe provide a difficulty calculator for us to play with? We can then manually choose CTB maps and have the difficulty value be calculated via an option.You have to do that pattern twice in that map. Well at least you had to do it in the stream compilation twice and in that case it's more than halfway through a 10 minute drain map (12 minute long song). Anyways should be classify as a very hard pattern. Other patterns like it need to be considered as well. They fall under chain jumps.DeathXHunter wrote:
Is it worth to be in the high top performance just because they managed to do that 1 pattern? The rest of the map is pretty easy,imo.
Also I hope that you realize that mods can change hyper jumps and the difficulty of certain patterns. Hopefully mods like Hard rock give pp based on the extra difficulty given to the map, which can vary very greatly from map to map. It is not as simple as considering that the difficulty settings get increased, the random placement of fruits can add hyper jumps and very unusual and awkward patterns.
mikhe wrote:
That's a better example of you want to sayTheVileOne wrote:
Example
It looks like you can just stay in the middle to catch the fruits, but you just can't. It's like in between two movement frames, so that you can't quite position yourself in the correct place to catch all the fruits, you are forced to move back and forth for each fruit.
You already have a lot of scores of comparable quality. You will get rewarded more pp if you improve your hardest plays. The score rank you achieve on a particular map doesn't matter at all anymore.Sabi wrote:
So I got bored and I decided to SS a bunch of extra songs and I got 0 pp for this, why?
http://gyazo.com/75ee6e12bf4d1761bf16ad14a3a4b338
why is top 10 weighed so low? and why is nomod not weighed at all?
How do I improve my top plays if they are SS's? Spins? or? HD? cuz HD is really gay, it has no factor in the game's difficulty at all, to me it's just a preference of style, and also I just SS"D over 30 extra's and got multiple top 8's and 10's and I still didn't get 1 pp from it, and also can you explain this? http://gyazo.com/dd1790888a59f3cbe4e52574e7bcc640 that guy is rank 255 with normals and easy's on top performance. watTom94 wrote:
You already have a lot of scores of comparable quality. You will get rewarded more pp if you improve your hardest plays. The score rank you achieve on a particular map doesn't matter at all anymore.Sabi wrote:
So I got bored and I decided to SS a bunch of extra songs and I got 0 pp for this, why?
http://gyazo.com/75ee6e12bf4d1761bf16ad14a3a4b338
why is top 10 weighed so low? and why is nomod not weighed at all?
Playing harder maps than your top plays also works. You don't need to improve on the exact same maps.Sabi wrote:
How do I improve my top plays if they are SS's? Spins? or? HD? cuz HD is really gay, it has no factor in the game's difficulty at all, to me it's just a preference of style, and also I just SS"D over 30 extra's and got multiple top 8's and 10's and I still didn't get 1 pp from it, and also can you explain this? http://gyazo.com/dd1790888a59f3cbe4e52574e7bcc640 that guy is rank 255 with normals and easy's on top performance. wat
edit: all this didn't give me 1 pp I think rin gave me like 1 or 2 http://gyazo.com/5b0ed8d80905584648bd0d7e0529b231
Link to example, please (the user with the HDHRHT rank)? If that's the case then I'll adjust it. That's not supposed to happen.Seph wrote:
why does airman give more with HDHRHT than an actual nomod SS? please explain.
You dodged my question and all these maps are insanely hard, they are top tier maps, theres a strong reason why only 10 people have fc'd a certain map for instance why is kemu life game worth nothing even tho it's nearly impossible and you have to get lucky https://osu.ppy.sh/u/set44599 why isn't kemu life game ( https://osu.ppy.sh/b/187501?m=2 ) on his top performances if he holds the only FC and SS another case is nomod, why is HD weighted like a anchor?Tom94 wrote:
Playing harder maps than your top plays also works. You don't need to improve on the exact same maps.Sabi wrote:
How do I improve my top plays if they are SS's? Spins? or? HD? cuz HD is really gay, it has no factor in the game's difficulty at all, to me it's just a preference of style, and also I just SS"D over 30 extra's and got multiple top 8's and 10's and I still didn't get 1 pp from it, and also can you explain this? http://gyazo.com/dd1790888a59f3cbe4e52574e7bcc640 that guy is rank 255 with normals and easy's on top performance. wat
edit: all this didn't give me 1 pp I think rin gave me like 1 or 2 http://gyazo.com/5b0ed8d80905584648bd0d7e0529b231
I agree with fabi, don't talk smack about my brethren please. Also, there is a huge range of ctb styles and preferences which cannot possibly be accounted for in a single algorithm (reliable player, HD player, HD+HR, spin pro, w/e). Don't judge others based on your style solelySabi wrote:
How do I improve my top plays if they are SS's? Spins? or? HD? cuz HD is really gay, it has no factor in the game's difficulty at all, to me it's just a preference of style, and also I just SS"D over 30 extra's and got multiple top 8's and 10's and I still didn't get 1 pp from it, and also can you explain this? http://gyazo.com/dd1790888a59f3cbe4e52574e7bcc640 that guy is rank 255 with normals and easy's on top performance. wat
edit: all this didn't give me 1 pp I think rin gave me like 1 or 2 http://gyazo.com/5b0ed8d80905584648bd0d7e0529b231
Shit talking other players? are you stupid or something? When did I shit talk anyone? are you retarded? or something holy shit. I was just wondering why there was normals and easy maps on top performances, I was using him as an example. I can care less about ranking I already know I'm good.DeathXHunter wrote:
Mad 'cause bad. Stop shit-talking about other players in public just because you think you deserve a higher rank and learn to play yourself.
Sabi wrote:
Shit talking other players? are you stupid or something? When did I shit talk anyone? are you retarded? or something holy shit. I was just wondering why there was normals and easy maps on top performances, I was using him as an example. I can care less about ranking I already know I'm good.DeathXHunter wrote:
Mad 'cause bad. Stop shit-talking about other players in public just because you think you deserve a higher rank and learn to play yourself.
I thought you cared, otherwise why were you so upset when pp was gone? You wouldn't care about all those "top tier" maps giving you 0pp either. Stop contradicting yourself, if you're so upset about the pp system then suggest ways for it to improve instead of complaining about it, that's all you've been doing lately.Sabi wrote:
I can care less about ranking
Zak wrote:
EDIT: I would also like to ask about what has been done when calculating the difficulty? I find it really odd that Go Berzerk still gives more than Calamity Fortune when it's worlds harder.
Also I think misses need to be penalized a little less, I like that droplets aren't penalized very much anymore (though they could be weighted slightly more idk) but on maps that are excessively hard to FC it's nearly impossible to get any pp because misses are completely destroying the pp they give.
Here's a good example:
I know that my score on Image Material is shit, but that's the very bottom of all my plays and I just don't see how that should be the 6th worst play I have out of nearly 3,500 maps that I have a score on.
Agreed.TenguKing9 wrote:
Zak wrote:
EDIT: I would also like to ask about what has been done when calculating the difficulty? I find it really odd that Go Berzerk still gives more than Calamity Fortune when it's worlds harder.
Also I think misses need to be penalized a little less, I like that droplets aren't penalized very much anymore (though they could be weighted slightly more idk) but on maps that are excessively hard to FC it's nearly impossible to get any pp because misses are completely destroying the pp they give.
Here's a good example:
I know that my score on Image Material is shit, but that's the very bottom of all my plays and I just don't see how that should be the 6th worst play I have out of nearly 3,500 maps that I have a score on.
if you can't sense my grammar in the sentence of what I said, and my sarcasm then you are really foreign.Seph wrote:
haSabi wrote:
go berzerk is hardest song
hahaha
ahahahahahaha
just learn to play and you'll eventually get pp.
inb4 noSabi wrote:
See you at top 50, I will get to top 50 within 1 week just to prove how dumb and easy it is.
Sabi wrote:
See you at top 50, I will get to top 50 within 1 week just to prove how dumb and easy it is.
then why are you posting heresalamat wrote:
When ppv2 was in progress, I thought I couldn't live without PP... now I feel it shouldn't belong anymore.
That being said, I know how hard it is to establish and maintain a fair system, that why I'm not doing anything about it.
From what I've noticed after getting to rank 99 from 310 was. Droplets mean nothing and spinners mean nothing, and you don't even have to fully FC a map. Trust me, I did over 40-60 CtB maps and other maps yesterday. A strong example is this https://osu.ppy.sh/b/159792?m=2 I didn't FC it, but I lost 10 pp normally if I did FC it, I think I got trolled and droped near the end or something. but look at my pp gain from (mine: https://osu.ppy.sh/u/2427813) to (Yukiteru Amano: https://osu.ppy.sh/u/1894511).Kingkevin30 wrote:
i wanted to ask about something with they weight of Maps and how they compare.
https://osu.ppy.sh/b/19465?m=2
this is a comparinson between Sabi's and my Record on the same map on the same diff. (i got a higher accuracy&Score with same Mod)
as im understanding pp, it should weight someones "perfomance" of playing constantly good, so if i want to beat a higher ranked player
i have to improve my whole perfomance through player better on harder maps and that with some consinstance.
but the "basic pp" of a map doesn't change..right?..just how much it is weighted..so why does he who is weighted higher overall (plays more consistant)
get a weightening in this map, while my skill consistance that is lower then his (as shown through my rank) doesn't get a weighting?
The "weighting" doesn't have anything to do with consistency. Only by how far up the score is in your best performance list. It's simply there to ensure you can't keep getting pp for equally good scores.Kingkevin30 wrote:
i wanted to ask about something with they weight of Maps and how they compare.
https://osu.ppy.sh/b/19465?m=2
this is a comparinson between Sabi's and my Record on the same map on the same diff. (i got a higher accuracy&Score with same Mod)
as im understanding pp, it should weight someones "perfomance" of playing constantly good, so if i want to beat a higher ranked player
i have to improve my whole perfomance through player better on harder maps and that with some consinstance.
but the "basic pp" of a map doesn't change..right?..just how much it is weighted..so why does he who is weighted higher overall (plays more consistant)
get a weightening in this map, while my skill consistance that is lower then his (as shown through my rank) doesn't get a weighting?