I have one question. How can I get bigger rank after I've improved my old record? I mean yes if the map is easy I shouldn't get anything but how can I get worse by improving my plays?
That means that people passed your rank and when you beat one of your personal bests your rank updates. If you spend 30 seconds looking on the other threads about ranking you can find that answer. You don't even need to use the seach thingy.Honza wrote:
I have one question. How can I get bigger rank after I've improved my old record? I mean yes if the map is easy I shouldn't get anything but how can I get worse by improving my plays?
No one cares about spinning. It's really a shitty skill and it shouldn't be rewarded much, any random crap player can outspin a lot of top players if they try.TheVileOne wrote:
It should be given pp because of several reasons.
1. It's a skill, and an integrated part of playing. There is no argument that can be made that will make me believe otherwise that someone spinning at 470 SPM is performing equally well to someone spinning at 300 SPM.
2. It affects score. A player with a higher score due to something that requires skill should be awarded something even if that something is very marginal. I don't see this value being very high, at least for sane spinning SPMs. If someone averages near what osu! can get for a max spin, then a point given per spinner is reasonable. Given that 1 mod added gives more than that, it would work out. (Obviously the value would change based on length of spinner).
3. At the rate most players spin the bonus would probably be less than 1 pp per spinner and close to nothing near the SPM considered easy to obtain given the OD.
4. Makes beating a score with a better spin rewarding.
5. Gives more points to Incognito, one of the best spinners in osu! Check this map. Adding HardRock isn't enough to take the number one spot. There are people in top 50 who get more points than four mod plays. Spinning ability is certainly more impressive in this map than playing it with all mods.
6. Removes point ceiling on maps. An SS can be worth more points with a better spin.
afaik, ppv2 rates how hard it is to FC a map, not to pass it, so I don't think HP drain is consideredTheVileOne wrote:
Is drain even considered at all?
Plz, #8 disagrees.TheVileOne wrote:
If you need a certain level of spinning to pass a map that map isn't worth playing. Noone should play maps with high drain because they are good at spinning. That will be a reward not taken by pretty much any player.
TheVileOne wrote:
Shouldn't HD FL be valued the same as HD DT?
No I'm pretty sure he means that hd and hd combined give less combo multiplier than fl hd, which I think is true (someone correct me?)Mathsma wrote:
TheVileOne wrote:
Shouldn't HD FL be valued the same as HD DT?
http://osu.ppy.sh/s/43003
It's easier to FL that map than it is to DT it, that is what he meant.
hd and hd? If you meant HD DT then no, the multiplier is the same.jesus1412 wrote:
No I'm pretty sure he means that hd and hd combined give less combo multiplier than fl hd, which I think is true (someone correct me?)
A person who spins very hard will be more likely to combo break than someone who doesn't. It takes more stamina to take a number 1 rank than it does to just SS in a map where there is an SS all mods. The difference needs to be considered, because just the fact that mods were played is not enough to correctly calculate performance.This is pure rubbish right there. Why should it be considered? Because you tried hard spinners and got a bit more sweaty? People still do it even when #1 doesn't matter in PP. As I said, they are #1 (or just the best with given mods) and it's enough of a reward. I'd even say it's exactly what people do want when they engage in a spinner war. It's for sure not a way of saying "I'm better".
Hi. I'm a person who spins 450+. I doubt it takes much more energy than a lazy spin.TheVileOne wrote:
I think the reason why pro players aren't great spinners is because they conserve their stamina for the streams and other sections of the maps. If there was a pro that was a great spinner and a great streamer and could apply both to a map, then that would be a much more impressive performance than one who did the same thing but barely exerted any effort to complete the spin.
If we had more pro players capable of challenging rrty or cookiezi scores, then I think spinning would become much more important to the pro community, because it actually matters. Why should pros care about spinning if the score they get is determined by the number of 100s in the song rather than how fast they spin? I think a lot of pros treat spinners like break time and a map will instantly become more demanding if they were required to actually exert effort during these periods.
The real question here is how much more energy does a vigorous spin take compare to a non-vigorous spin. How much further can a pro stream by not vigorously spinning? Some pros I question whether they even know of to spin to begin with. I've seen them spin so slow that they get a 100 on the spinner. Is it some sort of contest to see how slow one can spin among the pro community?
Some maps, such as the 0108 maps, rely on reading and difficult patterns. The current system can't rate how difficult patterns are or how hard a map is to read due to some limitations, so the end result is that those maps are undervalued. There are also some other issues with the system, but that is probably the one that is causing the lower star rating for most maps. Tom would like to add that into the rating system but he can't at the moment, whenever he can he will.- D a s z x - wrote:
i think some maps are harder but the star diff for that is lower, why
If it's much easier to do it that way... why not just do it then? You're clearly either making things harder for yourself, or just don't spin enough. Seriously, even if it's something completely useless, you will improve if you practice. People just don't work on spinners as much, so most stay within the 350-450 range because that's enough to pass OD10 spinners. If you're missing the note afterwards, just remember where the note is and start moving there a bit earlier. It's really not as hard as you make it sound.TheVileOne wrote:
There's only so many times I can play https://osu.ppy.sh/s/25 before I need to rest and I'm not even spinning nearly as fast as some spinners. Spinning harder does affect my aim afterwards, because I am a mouse user and my hand gets tense after a fast spin. I could spin more slowly and my hand would not tense up. Stamina certainly becomes an issue on really long spinners.
Also notes close after the spinner make it more risky to spin faster. It's much easier to spin like an average spinner than to go into a tight circle around the center like tablet players do or flying around the corners like mouse players do.
There's what Mathsma said, and there are also maps that are a bit overrated (Koigokoro), but nothing can be perfect. The system is usually pretty darn accurate.- D a s z x - wrote:
i think some maps are harder but the star diff for that is lower, why
hd hr on that map kpielak wrote:
you guys obviously haven't seen this map https://osu.ppy.sh/s/42234
This has already been discussed multiple times. There is currently no way around this issue.Jean-Christophe wrote:
I don't like how I can lose pp by using a mod and getting higher score but lower accuracy. I wouldn't mind just not getting pp but I don't wanna use mods if I'll lose pp unless I work back up to the same accuracy as before.
Make mod usage worth more. Easy fix.mcdoomfrag wrote:
This has already been discussed multiple times. There is currently no way around this issue.Jean-Christophe wrote:
I don't like how I can lose pp by using a mod and getting higher score but lower accuracy. I wouldn't mind just not getting pp but I don't wanna use mods if I'll lose pp unless I work back up to the same accuracy as before.
You know damn well that finding a good balance between not making mods useless without giving them too much reward is a rather complex and subjective solution. Even so, what I meant in that post was aimed more-so towards the notion of being able to disregard your score so that you don't lose PP, or something along those lines. The servers can only store your top score because of the way the system works and has always worked, so Tom94 can only work with that saved score.TheVileOne wrote:
Make mod usage worth more. Easy fix.
Mod for at least HardRock and DoubleTime will likely never be adjusted manually. That is, because they are literally treated equally to nomod scores, just with the mods' effects applied.TheVileOne wrote:
Make mod usage worth more. Easy fix.
I would say that there's a limit to how much accuracy one should lose though. If you're getting double digit 100s then obviously this will affect your pp count greatly. There is no preventing a terrible performance with an added mod overwriting a good performance.
Compare previous score's pp with new score's pp and use the higher value???mcdoomfrag wrote:
This has already been discussed multiple times. There is currently no way around this issue.Jean-Christophe wrote:
I don't like how I can lose pp by using a mod and getting higher score but lower accuracy. I wouldn't mind just not getting pp but I don't wanna use mods if I'll lose pp unless I work back up to the same accuracy as before.
No. Please don't just assume things without reading the discussion.Jean-Christophe wrote:
Compare previous score's pp with new score's pp and use the higher value???
If this is supposed to be an indication of skill then there's no reason to assume a player got worse for having his/her score overwritten with one of lower pp value...
If new pp value is smaller than current pp value for some map, don't change the pp. That's one line of code. Seems like common sense to me to make it work that way.
Only data you need is pp obtained and pp for the same map for the same player which looks like it's stored on server.
Maybe there can be a disconnect between pp given for a map and top score saved but that doesn't really matter.