If Note FCing stuff with DT means it's not hard, then nothing is hard haha
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