-Tachibana- wrote:
actually, i think hidden is giving more pp than HRandor DT
SPOILER
HD only

DT only
and HR is clearly > HD
HD only
DT only
and HR is clearly > HD
your argument is invalid
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 [...]
There is no difference on the pp calculation between an specific and a converted difficulty, Zak is right, so the algorithm needs to be fixed.Laharl wrote:
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 [...]
I think that can't be judged in some kind of ranking list. I'm #320 and didn't touch HR at ridiculously high AR until now.TheVileOne wrote:
I have a question for the CTB community. What CTB rank do you feel it should be necessary to have mastered HardRock in most maps to be able to reach? At my current level (low 1500) I haven't needed to touch HardRock at all to get here (well except Normal and Easy plays that are worth 100-115 pp).
If its insanes I'd say around rank 80 at most. If its HRing mostly Hards, I'd say 200 below.TheVileOne wrote:
I have a question for the CTB community. What CTB rank do you feel it should be necessary to have mastered HardRock in most maps to be able to reach? At my current level (low 1500) I haven't needed to touch HardRock at all to get here (well except Normal and Easy plays that are worth 100-115 pp).
Yup.seicHmsc wrote:
I think the algorithm must consider the jump complexity instead of only the distance, still, hyperdashed jumps and jumps close to an hyperdash should be rated high.
both are hard to fc, so this guy is right, where is the cookie?Laharl wrote:
Yup.seicHmsc wrote:
I think the algorithm must consider the jump complexity instead of only the distance, still, hyperdashed jumps and jumps close to an hyperdash should be rated high.
For example this (which is a somewhat bad example because I'm not even close to FCing that, maybe the guys who FC'd it are gonna tell me it's as easy as heck) or this - it doesn't even appear in a single PP ranking list, but the latter's in my opinion just a bad joke in terms of difficulty - and this should be definitely rewarded regarding how many people got FC on that map.
I guess the jumps in those maps may be seen as streams - which make them less interesting in terms of difficulty for someone that doesn't play Ctb, but it's somewhat wrong I guess.
In my opinion they are much, much harder than chain jumpsTheVileOne wrote:
I know that they aren't as difficult as chain jumps
they're a different thing, very hard for me to do them and will most of the time depend on luck for getting them doneLuna wrote:
Yeah, plate walks like in Emerald Sword and neu have already been mentioned.
Also,In my opinion they are much, much harder than chain jumpsTheVileOne wrote:
I know that they aren't as difficult as chain jumps
Maybe that's just because I suck at CtB
it depends if it's on the limit, emeral sword is not that hard, anyways, someone could tell me what are chain jumps plsVelperK wrote:
they're a different thing, very hard for me to do them and will most of the time depend on luck for getting them done
Hard slider patterns like the ones you mentioned are definitely underrated in CTB. Some examples: #1, #2, #3, #4Laharl wrote:
I guess the jumps in those maps may be seen as streams - which make them less interesting in terms of difficulty
I consider these chain jumps. They come in hyper and non hyper forms.seicHmsc wrote:
it depends if it's on the limit, emeral sword is not that hard, anyways, someone could tell me what are chain jumps plsVelperK wrote:
they're a different thing, very hard for me to do them and will most of the time depend on luck for getting them done
seph are you high...how can you say is not hard..just because note fc'd it...That map is obviously hard even with HD only, now imagine DTSeph wrote:
fixed it for youseicHmsc wrote:
it depends if it's on the limit, emerald sword is not that hard, anyways, someone could tell me what are chain jumps pls
also proof its not hard is that NoteKuroi fc'd with DT lol
They are not so hard to do if it isn't a ridiculously high bpm.TheVileOne wrote:
I consider these chain jumps. They come in hyper and non hyper forms.
Those chain jumps aren't bad once you get the hang of them. When they're screen width however, or alternating widths, that's when you have difficulty.Tenshichan wrote:
They are not so hard to do if it isn't a ridiculously high bpm.TheVileOne wrote:
I consider these chain jumps. They come in hyper and non hyper forms.
It becomes really hard when changes between hypers and non-hypers happen.
Examples of this behaviour are Homework Crisis, IVALTEK, Shokuzai Belladonna, Ijou Nashi etc etc...
However, this has been discussed many times already and no changes to it happen
So it somehow needs to be considered?
I wonder when go berzerk will be removed from thereSabi wrote:
GO BERZERK IS THE HARDEST MAP... 2 RETIRES TOP PP.. YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH PPV2
Never because he would have to revamp the system, the system is based on CTB maps and back and forth jumps and AR8 for some reason, tho everything else is correct and how HD/HR and even DT is weighed the only thing he really needs to change is some maps.. idk how to calculate the formula tho, a good example is distorted love song or even kemu life game, they are worth nothing even tho they should be worth 250+ so.. the system right now is good but not perfect, good luck lol.eldnl wrote:
I wonder when go berzerk will be removed from thereSabi wrote:
GO BERZERK IS THE HARDEST MAP... 2 RETIRES TOP PP.. YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH PPV2
The ride never ends...TheVileOne wrote:
Might as well help out by providing patterns other than back and forth jumps that make CTB hard.
Like this one
Why is https://osu.ppy.sh/b/66246?m=2 worth the same amount of pp as https://osu.ppy.sh/s/29691 ?
I think it's another example of large but easy jumps awarding too much. Plus the pace of With a Dance Number is faster. You have hard jumps and you need to be constantly dashing to keep pace. This makes it more likely to miss a fruit. You can basically take your time in the Basshunter map. Even if the jumps are larger, you have more time to prepare for them. There are much more places to break combo in With a Dance Number.
http://osu.ppy.sh/b/47540
I think Impossible on this is either underrated (only worth 145 pp for FC) or I just have seen maps that are overrated that are worth more. This is why chain jumps should be considered more difficult than each jump considered individually.
any map, just take a look ...DeathXHunter wrote:
Some examples would be cool,u know
HT is broken...eldnl wrote:
dt so broken https://osu.ppy.sh/b/36670?m=2#
Yes, but this is still a hard pattern for a lot of players. Once you can do them they seem easy, but before that they seem impossible.boomngong wrote:
edge to edge jump is overrated.
okDeathXHunter wrote:
Some examples would be cool,u know
I didn't post, since I didn't have anything to say. I agree with the problems you mentioned and I believe I stated that already. Jump difficulty definitely needs a fix for hyperdashes, and difficulty scaling in general is a bit weird, compared to the other modes.Zak wrote:
Early in discussion we tried to make sure droplets didn't get weighted too heavily, and well.... I guess they listened a little too well.
Either way I don't think pp is getting any more fixes as Tom hasn't made a single post in here since March.
Where did you take that information from? It's wrong, sliders are considered in standard, and so are droplets in CtB.TheVileOne wrote:
Since sliders are ignored in standard algorithm, I would assume they are ignored in this algorithm too.
What do you mean by platewalking?TheVileOne wrote:
I don't agree with having the droplets have any serious consequence on the pp gained from a map unless that map is considered very difficult to catch a good amount of the droplets. It certainly shouldn't override combo for example. Maybe a slight adjustment to accuracy for droplet heavy maps.
It would be hard to calculate how hard a map is to catch all the droplets. The algorithm would be similar in complexity as the one required to accuracy define the difficulty that sliders provide in standard.
If this is added, I expect plate walking to affect the difficulty rating as well. Catching all the droplets and platewalking require similar skills.
Tom94 wrote:
What do you mean by platewalking?
Thanks, I know it is hard and completely underrated at the moment - but didn't know what it was called.Kingkevin30 wrote:
This is platewalking
Thanks for taking time out of your day to help out the CTB Community, I know you don't play CTB so creating a formula for PP Gain on CTB must be very tough, but platewalking is indeed hard and takes very good timing and accuracy, also you should calculate maps like Distorted Love Song and Cheshire,s Dance a lot more, getting less than 150 PP for a AR10 stream map is kind of absurd. I'm not really sure how you would create a formula to do that? so best of luck I guess, the only way I can think of is to calculate the hard parts in a map sort of like "Platewalking" Or "Back and forth jumps" Like what you did etc.Tom94 wrote:
Thanks, I know it is hard and completely underrated at the moment - but didn't know what it was called.Kingkevin30 wrote:
This is platewalking
why me, shameKingkevin30 wrote:
Tom94 wrote:
What do you mean by platewalking?
This is platewalking
well...eldnl wrote:
why me, shameKingkevin30 wrote:
This is platewalking
That is a sad life.khdragon260 wrote:
Well I really like this system it lets new players join without too much pressure, and allows them to play with a sense of importance on their part. Also just so we are clear..... I'm going straight for the number 1 spot. in due time my friends. I play this more than i play Xbox one.![]()
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Pretending other players aren't just as full of themselves? Hah. Good one.-Ryuujii- wrote:
That is a sad life.khdragon260 wrote:
Well I really like this system it lets new players join without too much pressure, and allows them to play with a sense of importance on their part. Also just so we are clear..... I'm going straight for the number 1 spot. in due time my friends. I play this more than i play Xbox one.![]()
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You troll : )-Ryuujii- wrote:
understand me what means that, please Kappa
khdragon260 wrote:
Well I really like this system it lets new players join without too much pressure, and allows them to play with a sense of importance on their part. Also just so we are clear..... I'm going straight for the number 1 spot. in due time my friends. I play this more than i play Xbox one.![]()
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It's good to have ambition at any rate.khdragon260 wrote:
Well I really like this system it lets new players join without too much pressure, and allows them to play with a sense of importance on their part. Also just so we are clear..... I'm going straight for the number 1 spot. in due time my friends. I play this more than i play Xbox one.![]()
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There are many "Easy/Normal diff PP Maps"..TheVileOne wrote:
Literally free pp in this map (the Easy!)
I don't know what happens to easier songs, but it obviously overrates some of them to ridiculous amounts. The few jumps that require dashing are 1/1 at 120 BPM. These notes are spaced 500 ms which is more than enough to catch them. The fact that they are across the screen does not make them hard, because they are spaced in the timeline and it's only one part of the map that has this. It was so easy to play that I didn't want to add a third mod to it, because it would give me a ton more pp than it should be worth.
Three mods so OP.
-PM- wrote:
So when nurf patch pp amount of HT?
NeverYukiteru Amano wrote:
When Will FL get nurfed?
I see nothing wrong with FL. It's a very difficult mod and totally worth the performance if you pull it off (and the points too)Zak wrote:
-PM- wrote:
So when nurf patch pp amount of HT?NeverYukiteru Amano wrote:
When Will FL get nurfed?