today silmarilen agreed with me
im all fuzzy
im all fuzzy
Should FL really, REALLY be encouraged though?Shimatora wrote:
Precisely why I said Flashlight is obsolete. Useless outside of score. The new system is excluding FL as something that actually makes the game harder and you should be rewarded for using. Basically, we both agree. I understand WHY it happens, I don't need explaining, just offering feedback.
https://osu.ppy.sh/wiki/Performance_Pointshaha5957 wrote:
Is There a clear thread, or maybe some kind of wiki, consisting of the factor what pp accounts in? I mean, I can guess that we take combo, accuracy, difficulty, etc.. but you know, the details. like, losing 10% pp with nofail, losing 5% pp with spunout, combo penalties you by combo^0.8/maxcombo^0.8...
would be much easier to feedback if we had a thread or wiki that consists of information that tom94 has currently given out..
There are 2 different maps with the same song and difficulty name, but one is harder. Are you sure you are comparing the same map?Cifica wrote:
discuss
Illkryn wrote:
I think this should be attended to, bugged hard diff
You have nofail on the SSCifica wrote:
discuss
have you considered the fact that you might be an exception and that you happen to be really good at high accuracy on low-medium bpm long streams?haha5957 wrote:
example would be Mendes, with it having low enough bpm to long stream with ease, it seems to have high difficulty and it gives me the most pp, while it was one of the most easiest map to 99%/FC it.
i understand that my strong point might be medium bpm stream and weakpoint might be fast SV.Akari- wrote:
have you considered the fact that you might be an exception and that you happen to be really good at high accuracy on low-medium bpm long streams?haha5957 wrote:
example would be Mendes, with it having low enough bpm to long stream with ease, it seems to have high difficulty and it gives me the most pp, while it was one of the most easiest map to 99%/FC it.
there are only 37 people who have a higher acc than you on mendes, only 11 used a mod and it's a frequently played map
most people find it difficult to break 93%
yeah high SV maps are underrated because sliders are almost a nonfactor in difficulty calculation (calculation assumes that movement to and from a slider is 100% optimal iirc) and it doesn't help that high bpm singles are underrated unless they have big spacing like some of WWW's scoreshaha5957 wrote:
i understand that my strong point might be medium bpm stream and weakpoint might be fast SV.
I still think High SV maps are underrated. Popular Emerald sword and Strangeprogram, Dance number, scarlet rose, even myself's map those have 2.88SV feels way too hard compared to maps that have same difficulty. This is why I am "discussing" this here. Is it just that I suck at fast SV and maybe little better on medium bpm streams? Like i said, I see nearly no doubletime on emerald sword Intense difficulty which barely has 3 star difficulty. Dance number, scarlet rose is famous for its insanity but it doesnt even have extra difficulty. They have fast SV in common.
Relative rankings should stay about the same since most people who are good got a lot of other good scores aside from these singletapping ones. Some people will profit, though.Oskur wrote:
Although since the topic of single taps being undervalued to some extent came up, how much should we expect pp to change when/if a solution/change is applied to the algorithm? (relative value, i.e. "holy crap some people with have giant rank shifts" or "meh it'll affect some people but relative rankings should stay about same")
4%? Like, 95% -> 91%? That's a lot. In fact, that example would be almost twice the 100/50 count. If you lost that much PP, it was probably one of your higher-ranking songs on which you had comparatively good accuracy. If you want it back, you need to beat your score again with the kind of accuracy you used to have on it.GxArchery wrote:
Someone please explain this to me. I had like 1228pp and then after completing a song and beat my old score, I became 1213pp. My accuracy dropped like 0.31% even though in the song my accuracy only dropped by 4% compared to my old score. Now I'm having a hard time getting back ranks.
Obviously. This isn't the "No Player Left Behind Act." osu!'s not going to hand out participation awards so everyone can feel good about themselves. It's a leaderboard. A ranking. A measure of who is better than who. Of course someone that works harder is going to do better. You're telling me you want to look better than people who are pouring in vastly more time and effort than you? How is that fair at all?valixas125 wrote:
I dont really get this, wont this elevate only the players who are really active? because not all of us can play alot,like ALOT (8-10) hours per day like some of osu players o mostly can sit 1-2hours, so wont this leave me and the other players who arent as active as th"active" players behind?
No like 99% accuracy and I dropped to 95% with HD,HR mods on .XGeneral2000 wrote:
4%? Like, 95% -> 91%? That's a lot. In fact, that example would be almost twice the 100/50 count. If you lost that much PP, it was probably one of your higher-ranking songs on which you had comparatively good accuracy. If you want it back, you need to beat your score again with the kind of accuracy you used to have on it.
not always trueXGeneral2000 wrote:
Of course someone that works harder is going to do better.
That's even worse, 99 -> 95 means you got five times as many 100s. HDHR will not outweigh that much of a drop.GxArchery wrote:
No like 99% accuracy and I dropped to 95% with HD,HR mods on .XGeneral2000 wrote:
4%? Like, 95% -> 91%? That's a lot. In fact, that example would be almost twice the 100/50 count. If you lost that much PP, it was probably one of your higher-ranking songs on which you had comparatively good accuracy. If you want it back, you need to beat your score again with the kind of accuracy you used to have on it.
Hard work vs talent issues aside, the point is that you can't complain about low rank if you're not even willing to put any time or effort into it. That's true for anything in life. Maybe you're a genius at something and can do in one hour what others would need to take 10 hours to do, but you can hardly complain if that doesn't turn out to be the case.Bassist Vinyl wrote:
not always trueXGeneral2000 wrote:
Of course someone that works harder is going to do better.
i work harder than most people at my rank did to get here and a lot of people far above my rank had to try way less than me...
i know playcount isnt everything, i also have an insanely high number of total hits.
Free ranks for participation pls
Bassist Vinyl wrote:
not always trueXGeneral2000 wrote:
Of course someone that works harder is going to do better.
i work harder than most people at my rank did to get here and a lot of people far above my rank had to try way less than me...
i know playcount isnt everything, i also have an insanely high number of total hits.
Free ranks for participation pls
that's a bit more accurate, right?XGeneral2000 wrote:
Of course someone that works harder with the same amount of talent is going to do better.
It is an approximation, it might be useful for estimating approximately how much pp a certain score is worth, in a way that is more simple than using the real formulas.Oskur wrote:
On the osu! subreddit, Tillerino made an analysis of pp here. It looks pretty accurate and sound, but the thing I want to address is the graphs he made for certain songs with pp value measured against combo and accuracy.
First of all, are these accurate by any means? I mean, it's shiny and colorful so it might be.
Second, regardless of whether or not it is accurate, would/could an idea like this be implemented officially in the future? It really makes understanding the pp value gained from completing certain maps really easy with this visual representation; essentially "PP for Dummies".
This. HR is way too undervalued. Most players I know of around my rank aren't very adept with HR (meaning, I know nobody with a rank above 1000 that can consistently get >99% scores with HR) and that's saying something, considering players with lower ranks are very unlikely to be good at it. Small circle size + high OD + high AR can be a real pain to play with, and it should be rewarded properly in my opinion. I agree that HDDT should give more pp than HDHR, but the difference right now is much too huge. Either HR should be bumped up or DT should be toned town. Preferably the former.Kert wrote:
I still suggest nerfing of DT (high speed or whatever) / increasing the profit from playing smaller circles, because this is just too silly
I also got absolutely nothing (it's not even in my top performance) for HR FC this thing which is very difficult https://osu.ppy.sh/s/8442
HR would be rewarded more if the scores would be appropriate. I think the reason for lower-level players to not be good with HR is because it simply is not fun to practice high AR, OD and CS rather than speed.Tess wrote:
This. HR is way too undervalued. Most players I know of around my rank aren't very adept with HR (meaning, I know nobody with a rank above 1000 that can consistently get >99% scores with HR) and that's saying something, considering players with lower ranks are very unlikely to be good at it. Small circle size + high OD + high AR can be a real pain to play with, and it should be rewarded properly in my opinion. I agree that HDDT should give more pp than HDHR, but the difference right now is much too huge. Either HR should be bumped up or DT should be toned town. Preferably the former.