The example makes sense, but it's not good at all, pretty much anyone who's high in ranks can beat out all lower tier players on any marathon, it's just that they don't play those marathons often because they find it too boring.
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?
I'm guessing pp calculation for HR plays aren't weighted that much yet? I have some AR9 HDHR plays and they don't give that much. And waiting for the airman fix x3 that would give me some more pp if it doeslineqtxz wrote:
i have a question:
why ar10 + hr = tons of pp and ar9 + hr = ar10 = no pp xd
VelperK wrote:
i'm 2nd in pp so that means i must be happy about it
wait...
im not :O
What for?-Tachibana- wrote:
on a more serious note, i would also love to have a ctb pp wiki
I can make you the best pp wiki:-Tachibana- wrote:
on a more serious note, i would also love to have a ctb pp wiki
Laharl wrote:
What for?-Tachibana- wrote:
on a more serious note, i would also love to have a ctb pp wiki
- A list of maps giving great PP? - Owait
- How it is calculated? - Already in this thread
- What gives extra bonuses and such? - Should be obvious
- everything else I forgot - You shouldn't care about that, really...
Provide an example where HD has given more than HD+DT? I'm pretty certain that isn't happening anywhere, as the algorithm calculates the difficulty with DT added, while I think HD just gives a flat bonus, and obviously any map will be harder with DT (though most skilled players might find it easier since anything lower than AR8 is rather slow).-Tachibana- wrote:
actually, i think hidden is giving more pp than HD and DT (despite the former giving more of a bonus to score and the latter giving the same bonus)
HD DT is easier than ar7/8 HD indeedZak wrote:
Provide an example where HD has given more than HD+DT? I'm pretty certain that isn't happening anywhere, as the algorithm calculates the difficulty with DT added, while I think HD just gives a flat bonus, and obviously any map will be harder with DT (though most skilled players might find it easier since anything lower than AR8 is rather slow).-Tachibana- wrote:
actually, i think hidden is giving more pp than HD and DT (despite the former giving more of a bonus to score and the latter giving the same bonus)
Zak wrote:
Provide an example where HD has given more than HD+DT? I'm pretty certain that isn't happening anywhere, as the algorithm calculates the difficulty with DT added, while I think HD just gives a flat bonus, and obviously any map will be harder with DT (though most skilled players might find it easier since anything lower than AR8 is rather slow).-Tachibana- wrote:
actually, i think hidden is giving more pp than HD and DT (despite the former giving more of a bonus to score and the latter giving the same bonus)
Tom94 wrote:
DT should in pretty much all cases be superior to HD. Same goes for HR, but it's closer with HR. Cases where HD might come close to outshine these are crazy high and crazy low ARs.
Shouldn't the DT score replace a HD score in the case when someone achieves the same score because it will be worth more pp? Could this behavior be considered? It would seem to be a logical course of action to consider the more valuable score as the score that is submitted when the scores are equal.Tom94 wrote:
DT should in pretty much all cases be superior to HD. Same goes for HR, but it's closer with HR. Cases where HD might come close to outshine these are crazy high and crazy low ARs.
I think it would be better to revamp the scoring system and base it on the pp system when this one is "finished". But this isn't for now I guess...TheVileOne wrote:
Shouldn't the DT score replace a HD score in the case when someone achieves the same score because it will be worth more pp? Could this behavior be considered? It would seem to be a logical course of action to consider the more valuable score as the score that is submitted when the scores are equal.
I.. have failed you Natalia Poklonskaya ;; l0l just kidding atleast I got to 68 2 days before my internet was shut off *had to switch cuz comcast did the ol' let's put 300 dollars on your bill for no reason at all* I tried D;VelperK wrote:
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.
As I saidSabi wrote:
I.. have failed you Natalia Poklonskaya ;; l0l just kidding atleast I got to 68 2 days before my internet was shut off *had to switch cuz comcast did the ol' let's put 300 dollars on your bill for no reason at all* I tried D;VelperK wrote:
It certainly would be ultra cool to have mod-specific highscores. Right now it can't be done, though. Let's see what the future brings.TheVileOne wrote:
Shouldn't the DT score replace a HD score in the case when someone achieves the same score because it will be worth more pp? Could this behavior be considered? It would seem to be a logical course of action to consider the more valuable score as the score that is submitted when the scores are equal.Tom94 wrote:
DT should in pretty much all cases be superior to HD. Same goes for HR, but it's closer with HR. Cases where HD might come close to outshine these are crazy high and crazy low ARs.
As I said68 was close enough~ and besides, I ranked and did over 80 maps, give sabi a break >_>
no
Yep, pretty much.Luna wrote:
Star rating in general is way too high for everything in CtB.
Cup and Salad diffs (Easy/Normal) are usually marked as Insanes, Platter/Rain/Overdose pretty much always as Extreme.
Just look at any ranked CtB mapset, like this one: http://osu.ppy.sh/s/91485
I thought it's already well-known that the PP rewards of CtB-specific maps are ridiculously high compared to the ones of converted maps which may be sometimes way more challenging.seicHmsc wrote:
The Rain difficulty gives 203pp, it is not that hard to FC [...]