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.
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?
-----------------
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 ?
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""
Ok, I think I can debunk this now, this morning I played a map and it shows my rank as ~7990, this was an unranked map so nothing was affected, this being just to make sure I didn't get overly surpassed while sleeping.Tom94 wrote:
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.
The rank drop most likely occured due to other people passing you, as it always has been already.
I don't think playing an unranked map triggers a rank refresh.Thing O Doom wrote:
Ok, I think I can debunk this now, this morning I played a map and it shows my rank as ~7990, this was an unranked map so nothing was affected, this being just to make sure I didn't get overly surpassed while sleeping.
The box with rank still flashes red, and updates from what I could tell, seeing as pass/fail stats are tracked for unranked maps?Full Tablet wrote:
I don't think playing an unranked map triggers a rank refresh.Thing O Doom wrote:
Ok, I think I can debunk this now, this morning I played a map and it shows my rank as ~7990, this was an unranked map so nothing was affected, this being just to make sure I didn't get overly surpassed while sleeping.
Actually Staiain is one of the best 4K players in the world and he certanly deserves to be in top 50, even if he isn't that good at 7K, (air raid pls), but I get your point with ridiculus DT scalings. It's gotten to a point where you can get 1K pp for just playing autoconverts with 4K mod and even more with DT. It's definitly what we don't want to see. Autoconverts and DT are too heavily weighted imhoOctober Scream wrote:
![]()
http://osu.ppy.sh/u/86188 <-- This is bullshit. No one would play dt back then, now everyone is, and he's sprung up to the top because of key mods and dt. I don't care as much about dt, I care about the key mods coming back. So many players are better than that, and I don't know why they can't be up there?
Can you name any players who are better than Staiain at stepmania style maps? What gives you the right to say which kind of skill is worth the most? I can understand if you disagree, that's totally valid, but try being less offensive. It's not like your opinion is worth more than that of other's.October Scream wrote:
http://osu.ppy.sh/u/86188 <-- This is bullshit.
No one would play dt back then, now everyone is, and he's sprung up to the top because of key mods and dt. I don't care as much about dt, I care about the key mods coming back. So many players are better than that, and I don't know why they can't be up there?
Right now, I can compare Furry. There are more players out there though, and the only reason Furry isn't high is because he is playing unranked maps it seems to me.Tom94 wrote:
Can you name any players who are better than Staiain at stepmania style maps? What gives you the right to say which kind of skill is worth the most? I can understand if you disagree, that's totally valid, but try being less offensive. It's not like your opinion is worth more than that of other's.October Scream wrote:
http://osu.ppy.sh/u/86188 <-- This is bullshit.
No one would play dt back then, now everyone is, and he's sprung up to the top because of key mods and dt. I don't care as much about dt, I care about the key mods coming back. So many players are better than that, and I don't know why they can't be up there?
#1 Judging from the general opinion here the DT bonus for pp will get removed for now. It might return when there has been found a solution regarding nomod plays overwriting DT, but as it is now it doesn't make much sense to have DT give a bonus.
#2 Keymods don't decrease pp gain at the moment. This will change.
"Only playing unranked maps" is not a valid argument. If you want performance points you have to perform on ranked maps. It's impossible to rate players skills while not having plays of them to see.October Scream wrote:
Right now, I can compare Furry. There are more players out there though, and the only reason Furry isn't high is because he is playing unranked maps it seems to me.
Any videos?October Scream wrote:
I've spectated him, and he's good. May pass Staiain. He has dt ranks on autoconverts, but 4k, just like Staiain.
His scarlet rose dt pass with 4k.AlexDest wrote:
Any videos?
I never made a video of that so that's made up oopsOctober Scream wrote:
His scarlet rose dt pass with 4k.AlexDest wrote:
Any videos?
I can do that as well, but it isn't #50 worthy.ZXCV wrote:
If you really think Scarlet Rose DT pass is impressive, then I suggest you go watch more videos, especially Staiain's. Your basis on what defines a "pro" player is severely flawed.
I can clear Scarlet Rose HDDT on 7K, and so can tons of other players. Does this make us all top #50 material?
Didn't we decided that already? That's why it's not giving pp now.ZXCV wrote:
Good, so you agree that passes on DT autoconverts are completely obsolete when it comes to gauging a player's skill.
Case closed.
you appeared to miss the emphasis on the word passesOctober Scream wrote:
Didn't we decided that already? That's why it's not giving pp now.ZXCV wrote:
Good, so you agree that passes on DT autoconverts are completely obsolete when it comes to gauging a player's skill.
Case closed.
october scream, you are ignoring my post and every point we have made.October Scream wrote:
I find it moronic how you guys are mainly blaming me and aiming most threats at me. Many other users have spoken about this, and are tired of it.
I'm just the one that spoke up. This is all of their opinions plus mine, so go scout them out and threaten them.
I'm aware of that petition. I started it because no one else would.Bites wrote:
october scream, you are ignoring my post and every point we have made.October Scream wrote:
I find it moronic how you guys are mainly blaming me and aiming most threats at me. Many other users have spoken about this, and are tired of it.
I'm just the one that spoke up. This is all of their opinions plus mine, so go scout them out and threaten them.THIS IS FROM YOUR USERPAGE
if you are going to spearhead a movement to get keymods unranked, you should expect that we will confront you about these issues we have with your argument. we have not made a SINGLE threat, nor are we blaming you. we are simply asking you to explain yourself and refute what we are saying.
until you are willing to do so, this is the last i have to say on the matter
keymods will return as soon as difficulty data is there, so your petition hasn't been "fixed". They'll likely will be worth less, though, since converts away from 7K usually end up easier.October Scream wrote:
I'm aware of that petition. I started it because no one else would.
If you want me to explain, fine. I didn't like it when key modders would pass other players, but I have no use of that petition now actually since it's been fixed already.
i rescind this statementBites wrote:
this is the last i have to say on the matter
you are aware though that the issue hasn't been 'fixed' yet, and this is simply a temporary solution until tom94 is able to properly calculate the difference in scoring between the different keymods? in no way is DT or keymodding going to remain unranked. i had JUST said this in an earlier post:October Scream wrote:
I'm aware of that petition. I started it because no one else would.
If you want me to explain, fine. I didn't like it when key modders would pass other players, but I have no use of that petition now actually since it's been fixed already.
since you missed it, and i have reason to believe you will miss it again, let me yet again point it out to youBites wrote:
both DT and keymod converts will return to the PP algorithm once tom94 figures out what to do with them, and this has been stated explicitly
I'm a 7K player, I suck at everything which is not 7K, sorry.Halogen- wrote:
I am glad that DT and key-mod conversions will return to the rankings at the least. I will agree as a osu!mania player who could have probably taken Staiain's speed route to reach the top 10-20 despite not being able to proficiently play above 6k -- the PP scaling could have definitely been improved a bit.
I wanted to make a suggestion about separating performance points by keys in osu!mania since you're practically playing different games when you add keys, but... one of the toughest parts about scoring in osu!mania is that most players who can play higher key beat-maps are (usually) also capable of playing lower ones as well, making separated scoreboards/ranks by key a bit redundant for those who can play 8k all the way down to 4k.
You are quite the outlier.PyaKura wrote:
I'm a 7K player, I suck at everything which is not 7K, sorry.Halogen- wrote:
I am glad that DT and key-mod conversions will return to the rankings at the least. I will agree as a osu!mania player who could have probably taken Staiain's speed route to reach the top 10-20 despite not being able to proficiently play above 6k -- the PP scaling could have definitely been improved a bit.
I wanted to make a suggestion about separating performance points by keys in osu!mania since you're practically playing different games when you add keys, but... one of the toughest parts about scoring in osu!mania is that most players who can play higher key beat-maps are (usually) also capable of playing lower ones as well, making separated scoreboards/ranks by key a bit redundant for those who can play 8k all the way down to 4k.
I don't think anyone other than Stian can Disregard 1.2 AA or TOML 1.6October Scream wrote:
I've spectated him, and he's good. May pass Staiain. He has dt ranks on autoconverts, but 4k, just like Staiain.
is this why I fell from 350 to 5k rank ROFLBites wrote:
both DT and keymod converts will return to the PP algorithm
Yes. But even if you get 0pp for doing a score right now, this very score will resume to giving pp once difficulty per-keymod has been implemented. This means you're not losing anything in the long run by playing with keymods now.falkon13 wrote:
So just to check this at this moment in time playing a map with a keymod will give you 0pp?
Ouch.Staiain wrote:
To me it just looks like October Scream is just a slow pp farmer that wants to ruin the game and stop actual skilled people from being able to get good ranks, rather than just suck it up and improve his own skill
I spoke up because I found it unfair for those who have skill with all key densities instead of people with one set density being in the top past those players. If anything, Staiain needs to improve his other key skills like every other player is doing instead of sticking to 4k just to farm.Halogen- wrote:
Ouch.Staiain wrote:
To me it just looks like October Scream is just a slow pp farmer that wants to ruin the game and stop actual skilled people from being able to get good ranks, rather than just suck it up and improve his own skill
Although, it's a quite deserved response considering that this thread was quiet until he called the situation bullshit and had a hissy-fit, haha
Standard is a totally different mode. There's difficulties that have the same goal and set up as the lower difficulty, but with more hits and faster reactions.Halogen- wrote:
"rrtyui you need to improve your skill at other games rather than sticking to osu! standard to farm PP"
do you see where I am going with this? 4k and 7k might be in osu!mania, but they are different games. Different file structures, different attentions to detail, and different player groups. Stop trying to force players to play things they might not be interested in when they are more than proficient in the game that they desire to play. You are being inconsiderate, insulting, and just downright stupid.
I will level with people: auto-converts probably should take a massive deduction or shouldn't be ranked at all. I think that's largely agreeable. Attitudes like October Scream's are fostering negativity.
Standard is a totally different mode. There's difficulties that have the same goal and set up as the lower difficulty, but with more hits and faster reactions....and difficulties in o!m don't have lower difficulties set up with varying hits, HP drains, and other stats at all. People totally don't make tons of difficulties for the same keys. What are you getting at?
What if this actually was the case, and one of the reasons why I stick to 4k for the most part, and play stuff on DT because I can and legit enjoy it and not because I'm trying to farm, ever considered that? Reason I became more or less the world's top 4k player is because I enjoyed it a lot and stuck with it for years, I played 6k and a bit 7k too but just because i'm not equally skilled in all modes you don't have the right to condescend me.October Scream wrote:
if Staiain is the best 4k player in the world
What I'm getting at here is that standard will still use 2 keys or two mouse clicks, all it is is there will be harder things from the same map and different mappers. It's just placed differently. Mania can have the same intensity and challenge from a 4k and a 7k, but they both have different key amounts, when standard, sticks with the same things through the whole mode, same with taiko and CtB.Halogen- wrote:
...and difficulties in o!m don't have lower difficulties set up with varying hits, HP drains, and other stats at all. People totally don't make tons of difficulties for the same keys. What are you getting at?
This is a different game as well. I see your points, but I'm not acknowledging them or saying my minds set towards them. If you want me to say my opinions on yours, then just ask.Halogen- wrote:
they are different games.
I never said weak. I said lazy. If they don't want to learn how to play because they just want their same key amount, that's just lazy. If they don't want to learn because it's extremely difficult for them, then they should say and I'd understand. But instead, they defend themselves by saying "I'd like to see you try this." If they can say that, then I should be able to as well.Halogen- wrote:
Calling an ITG player useless because they can't play PIU is horrible and is a point that will likely get you in a lot of fire, because they are different games. Repeating this point with PIU -- you won't do well calling a PIU weak because they can't play half-double on ITG (6-key iteration), and you won't do well calling someone out on ITG double (8-key) for not being able to play Technomotion (9-key) much like you won't be able to get away with calling a Techmotion player weak because they can't play PIU double (10-key).
. Maybe I am, and I'm just not gonna reply about it.Halogen- wrote:
You're not understanding a very clear fundamental point here,
thank you, case closedOctober Scream wrote:
Mania can have the same intensity and challenge from a 4k and a 7k
What if ideu-, Entozer, or some other player was the best 7k player in the world? Would they stick to just 7k?Staiain wrote:
What if this actually was the case, and one of the reasons why I stick to 4k for the most part, and play stuff on DT because I can and legit enjoy it and not because I'm trying to farm, ever considered that? Reason I became more or less the world's top 4k player is because I enjoyed it a lot and stuck with it for years, I played 6k and a bit 7k too but just because i'm not equally skilled in all modes you don't have the right to condescend me.October Scream wrote:
if Staiain is the best 4k player in the world
I played some 4k converts because o!m lacks a large variety of 4k specific charts and i ran out of stuff to play that provides an enjoyable challenge to me, and people wanted me to score on them while they spectated that day.
Well, that makes me feel better......Halogen- wrote:
This really has gotten out of hand, and it's all because of one person (who in my opinion, really doesn't know a lot about what they're talking about).
For example 4k map has a density of let's say 10 notes/s and 7k has a density of 17.5 notes/s due to having more keys. Even though the number is different for each but is the same considering we have different amount of keys. Let's also pretend these maps are without crazy patterns, just simple triplets, doubles and alternation.The unfortunate matter is that you simply can't judge based off of the note density itself, because patterns are going to be inherently harder on 4K than 7K for different reasons. Despite only using index/middle or middle/ring, there are some patterns that are going to lend themselves to more difficulty. Assuming that there's no crazy patterns, and that doubles are used regularly/alternated, you can expect more patterns on 4K to be anchor-heavy (an anchor is a situation where the same arrow implicitly/explicitly repeats multiple times) because there's less room to play with layering in charts. Being that there are less pattern combinations overall on 4K, Agka brings up an arguable point:
Before going on though, I do want to make a note that overall note density shouldn't be increased simply because there are more keys: this simply implies that you are increasing the layering by n(k) when the number of keys isn't going to dictate the map's layering: the mapper is going to dictate the map's layering. Think in a more unbiased scenario, where the number of keys is not going to dictate the layering -- let's say we have an area of the song where there is a single synth in a melody and nothing more, and it's running at 1/4 snap at 150 BPM (to make your 10 notes/s example). In an instance where we have the same structure, it's going to depend strictly on patterning. Something that frequently leans towards one hand on 6K/7K/8K is obviously going to be more difficult than just about any 4K stream because you have a massive amount of patterning permutations. Likewise, a fluent stream on 6K/7K/8K is likely going to feel easier than a fluent stream on 4K to an experienced player because the overall feel is more natural.Agka wrote:
Under a different number of keys, an equal density would lead to the intensity being major more likely on the lower amount of keys.
In a situation where there are no repeated notes over a given even interval, a per-lane density would prove that the higher key amount gets more difficulty because there are a lot more keys to handle at once. If you were to spread patterns out in such a way on 4K with a per-lane density of 4 n/s, you would have a 16 n/s stream assuming that the patterns are evenly distributed. If the same were to happen in 8k, well... you'd likely be in big trouble, haha. These are very extreme and unlikely circumstances, though.Xcrypt wrote:
if you have the same density per lane, then the higher keymode would most likely be quite a bit more difficult, due to needing more muscle memory and reading skill to deal with all the patterns.
if you have the same density overall, then the lower keymode would probably be quite a bit more difficult due to the fact that you have a lot more strain on less fingers.
The number of unique key jumps in patterns should definitely be considered. The "stress" of a pattern is affected by how often new keys are introduced. "Note density" should already account for this, and if I know tom, it already does.EBAWER123 wrote:
I'd like to ask you - mania players about a certain thing. What do you think is harder/easier or same difficulty. Let's take 2 maps: 4k and 7k. Let's pretend that note density of each one is same and bpm is same. For example 4k map has a density of let's say 10 notes/s and 7k has a density of 17.5 notes/s due to having more keys. Even though the number is different for each but is the same considering we have different amount of keys. Let's also pretend these maps are without crazy patterns, just simple triplets, doubles and alternation. How would you judge the skill required to play these maps? We can also take it a step further to use all our fingers and say, use a 10k map with a density of 25 notes/s.
No matter how difficulty calculation is done, it will never function well on a ranking system where different key modes share the same ranking. Each key mode is a completely different game which requires different skills, and players are not exclusively better or worse than each other in a global "mania" way.peppy wrote:
The number of unique key jumps in patterns should definitely be considered. The "stress" of a pattern is affected by how often new keys are introduced. "Note density" should already account for this, and if I know tom, it already does.
AGREED! I'm tired of seeing 7K players getting the higher score just because 8K has a restriction.-Kamikaze- wrote:
I think scores should be weighted higher if it's higher key count but not by much, example:
4k-0,9
5k-0,93
6k-0,96
7k-1
8k-1,03
so there will be no going for easy 4k maps in order to get pp
His 770.000 points with 4K are a lot better than your 815.000 points with 7K. Why you might ask? Because 4K gives a big score penalty! Relative to the maximum possible score he could have gotten he did a LOT better than you. Despite the 4K map being rated quite a bit easier than the 7K version (I checked!) his better play by a huge margin made up for that and earned him more pp.Xenlon wrote:
I found something that shouldn't be there
Here an example:
In this case you have to notice that Zumokuta has a better Rank and a higher level (its not given in the Picture)then me
This is not a complaint against Zumokuta,this is against the PP-system
I noticed that a few guys got a better country rank then me so I decided to look at Zumokutas Top Ranks and I noticed 2 things
1.About 80-90% 4k (I think)
IF the PP-system stays like it is in this moment,then I want seperate rankings for 4k and 7k
2.I noticed this record
Zumokuta finished the map with the mod 4k,99% and round about 770.000 points
Then I played the map by myself,BUT I played with 7k,95-96% and 815.000 points
But
I got like 4pp and Zumokuta round about 50pp,but I have more points and played it with 7k(If you not already noticed,this converted map is 7k)
This get me to the point that the current system is NOT interested in the amount of points you got.
Its just interested in your accuracy ,which make it easier to get lots of pp when you are a 4k player.
I am wrong or is this really a problem in the current system?
Actually I disagree with this after rethinking it number of times, but anyway the problem is that AC's give too much pp and should we wieghted less, all slow streams maps like this or this are giving so much pp, that they tend to overtake good scores on hard mania chartsTaronia wrote:
AGREED! I'm tired of seeing 7K players getting the higher score just because 8K has a restriction.-Kamikaze- wrote:
I think scores should be weighted higher if it's higher key count but not by much, example:
4k-0,9
5k-0,93
6k-0,96
7k-1
8k-1,03
so there will be no going for easy 4k maps in order to get pp
Judging from this and the mostly similar opinions I'll have adjust the difficulty algorithm, so it can give more sensible values for 4K vs 7K maps. It should be noted, though, that the 7K version already _IS_ considered harder. Just not by enough to outweight the score differences you had relative to the maximum possible scores.Xenlon wrote:
Ok,I played this map again but with 4k and got 765.000 points.
I personally think the 7k version is harder then the 4k,but thats not the point.
The first time I got 815.000 points and thats more then 765.000,so the first try is my Top Score.
Does this mean that I have to play some maps with 4k and 99% ,when I could pass them with 7k and 95-96%,just for the Top Score?
I think the same 7k converted map is always easier in 4k then in 7k ,but I want to play with 7k,because 4k isn't challenging me enough.
(This is my opinion,because I never saw a converted map that is easier in 7k then in 4k)
I plan to make quite some changes to the mania difficulty algorithm. Yes, easier 4K diffs are overrated and higher ones underrated. And yes, the algorithm overrates certain patterns in general by a lot, which is bad.Luna wrote:
My thoughts as a noob mania player:
4k is overrated at the low level, but underrated for high tier maps.
After accumulating over 1.5k plays of 7k, I tried out 4k for maybe ~150 plays. Now I have 18 4k maps in my top 20 performances (and more beyond that, but I'm too lazy to count). I mean, I probably have an advantage with 4k-type modes due to my taiko experience, but I really don't think it should outscale my 7k performances that easily.
The point is, all of the 4k maps I played are extremely easy to read with simple patterns - yet they are rated as harder than much more complex 7k maps with a similar overall note density. I'm making assumptions about your calculation methods here, but maybe you could scale down the weight of per-lane density for low density values (keep it the same or even increase it for really high density)?
On the other hand, the hardest 4k maps are weirdly underrated. Imperishable Night 2006, Bangin' Burst and Kamui are all listed as "I"-level difficulties instead of "X". That can't be right, can it?
My top 7k performance also feels a bit out-of-place. Personally I feel like my FC on Utakata, Ai no Mahoroba [LV.14] should be my top performance, but the algorithm considers Stella [Pro Drum] better. I assume it's because of accuracy since Stella uses OD9, but even so, Stella has a slightly inflated star rating in my opinion. The map uses a lot of chords, but that's about it. They are not even hard chords at all, since most of them are symmetrical and extremely repetitive. And I didn't even FC or anything. So maybe reduce difficulty of highly symmetrical maps if others get the same impression from higher level maps?
Easy increases the HitWindow and decreases the accuracy pp you can get for your score by doing that. At your accuracy of ~88% you barely get any accuracy point anyway, so Easy won't really make a difference apart from allowing you to pass the map more easily. You would probably get a lot more pp by getting better scores and accuracy on slightly easier maps. Mind trying out and confirming, denying?Fudgyking wrote:
There seams to be something very broken about easy mod. I first played this map : https://osu.ppy.sh/b/279134 with the EZ mode and got a low 300k score with a 88,6% accuracy which then appeared on my top5 best performance on my profile. So, I decided to beat my score without the mode to get an even better performance. I got 2x my old score BUT a 87,8% accuracy and then I suddenly lost 22 global pp. When I went to my profile, my score went from being worth 180~pp to 116pp.
It doesn't look like the EZ mod gives any kind of penalty and thus can be used to pass maps way easily and still get a better performance then when you don't use it...
Ok here is my feeback. I played this map until I somehow manage to beat my EZ accuracy with no mod and I finally managed to get a 89,25% accuracy. I then went to my profile to see how much pp it was worth now and..... it was worth a mere 158pp; way less than the 181pp my 88,61% EZ mod score gave me. I do not understand how this can be possible if there is truly a decrease in the accuracy pp.Tom94 wrote:
Easy increases the HitWindow and decreases the accuracy pp you can get for your score by doing that. At your accuracy of ~88% you barely get any accuracy point anyway, so Easy won't really make a difference apart from allowing you to pass the map more easily. You would probably get a lot more pp by getting better scores and accuracy on slightly easier maps. Mind trying out and confirming, denying?
Can someone compare Easy with nomod while doing higher accuracy runs? Anything from 90% - 100% is fine, more feedback is always good.
In my easy run, I had a 149x max combo and 41 misses while in my no mod best score, I have a 177x max combo and 42 misses. So, yeah. Nothing that major hereLuna wrote:
Did you maybe have a significantly higher max combo or less misses in your Easy run?
Combo / misses don't really matter in osu!mania. The actual score relative to the maximum possible score is looked at (non-linear before someone complainsLuna wrote:
Did you maybe have a significantly higher max combo or less misses in your Easy run?