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Add pp as a scoring system in standard mode

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +2,788
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lightlance7
I don't think this is fair to the HDHR and FL players.
Amianki

Ace3DF wrote:

HRHD would become more pointless and DT mashing would be happening everywhere.
This hasn't happened with the current scoring system so it won't happen in the new one either.
xasuma
I don't even care if this gets implemented or not anymore. Just fix what it says in my signature .. You can't have people afraid of playing the game.
Kaeru

CalignoBot wrote:

Ace3DF wrote:

HRHD would become more pointless and DT mashing would be happening everywhere.
This hasn't happened with the current scoring system so it won't happen in the new one either.
Yes, it pretty much has, actually. While still more accurate than ppv1, ppv2 is far from perfect. And I mean very far. Star difficulty is still calculated poorly, DT is still weighted too much on some songs (not all songs) and FL really is fine where it is. I really don't see why FL should be touched.

Why do people have a problem with the score system? It's the best system. It's a constant system. It never changes. Performance points will constantly vary as the calculations become more accurate. Score never has to change, nor should it ever change. I really would like to see a way to replace plays with higher pp plays (or delete records, maybe a supporter only feature) but this is really not a solution.

And as Grappemaker said, displaying the pp in the top right instead of score is pretty much the most horrid idea I've ever heard of. People will just download a map, throw DT on it and if the little pp indicator in the top right isn't some absurd amount of pp that the map is definitely not worth, well you can guess what happens then. Delete it and move on to the next map to mash buttons on.
Topic Starter
Ohrami

Kaeru wrote:

Why do people have a problem with the score system? It's the best system. It's a constant system. It never changes. Performance points will constantly vary as the calculations become more accurate. Score never has to change, nor should it ever change. I really would like to see a way to replace plays with higher pp plays (or delete records, maybe a supporter only feature) but this is really not a solution.
So apparently constant variation for a more accurate and precise system is worse than an old system that sucks but never changes. Imagine if all the scientists and inventors of the world thought that way.

Your last sentence is basically an admission that score is, in fact, an inaccurate system. Otherwise, why would you ever want to replace a higher score with a lower score? If it was accurate, then the best play would get the highest score.
CXu
Anyone who has never played FL seriously should not talk about the skills required to play FL.
Ace3DF
You can do all of this anyways if you're a supporter.
Step 1: Open osu!
Step 2: Go to a song
Step 3: Put on DT (/HD)
Step 4: Change leaderboards to Global (selected mods)
Step 5: Enjoy your stay at pp city.
Topic Starter
Ohrami

Ace3DF wrote:

You can do all of this anyways if you're a supporter.
Step 1: Open osu!
Step 2: Go to a song
Step 3: Put on DT (/HD)
Step 4: Change leaderboards to Global (selected mods)
Step 5: Enjoy your stay at pp city.
That's not how it works, and even if it was, it isn't really relevant to my request.
jesse1412

Ace3DF wrote:

You can do all of this anyways if you're a supporter.
Step 1: Open osu!
Step 2: Go to a song
Step 3: Put on DT (/HD)
Step 4: Change leaderboards to Global (selected mods)
Step 5: Enjoy your stay at pp city.
Yes.

On your hard difficulties. Try checking out some really difficult maps with dt, you know the ones that are the fastest maps possible in the game and all. All that free pp for playing the fastest maps with the biggest jumps oh how terrible.
Amianki

Ace3DF wrote:

HRHD would become more pointless and DT mashing would be happening everywhere.

Kaeru wrote:

CalignoBot wrote:

This hasn't happened with the current scoring system so it won't happen in the new one either.
Yes, it pretty much has, actually. While still more accurate than ppv1, ppv2 is far from perfect. And I mean very far. Star difficulty is still calculated poorly, DT is still weighted too much on some songs (not all songs) and FL really is fine where it is. I really don't see why FL should be touched.

Why do people have a problem with the score system? It's the best system. It's a constant system. It never changes. Performance points will constantly vary as the calculations become more accurate. Score never has to change, nor should it ever change. I really would like to see a way to replace plays with higher pp plays (or delete records, maybe a supporter only feature) but this is really not a solution.

And as Grappemaker said, displaying the pp in the top right instead of score is pretty much the most horrid idea I've ever heard of. People will just download a map, throw DT on it and if the little pp indicator in the top right isn't some absurd amount of pp that the map is definitely not worth, well you can guess what happens then. Delete it and move on to the next map to mash buttons on.
I was actually referring to the score ranking system when I said "current scoring system", not the ppv2 system.
Seto Kousuke

Ziggo wrote:

That'd be awful. I hope this will never happen.
^
Kittles
This would just defeat the purpose of osu...
Drezi
oh PLEASE, how is that so, care to elaborate? it makes my head hurt that people just come here commenting stuff like these, based on zero thought given.
Kittles

Drezi wrote:

oh PLEASE, how is that so, care to elaborate? it makes my head hurt that people just come here commenting stuff like these, based on zero thought given.
The whole point of rhythm games in general is to build up combos and get a high score. I think it would be a good idea to show pp next to a given score but pp should never replace the standard score system nor should it have priority over it.
Drezi

pied wrote:

The whole point of rhythm games in general is to build up combos and get a high score.
Yeah, that's what you do with pp aswell, or do we need to multiply it by 1,000,000 to make it seem 'high'?
jesse1412

pied wrote:

Drezi wrote:

oh PLEASE, how is that so, care to elaborate? it makes my head hurt that people just come here commenting stuff like these, based on zero thought given.
The whole point of rhythm games in general is to build up combos and get a high score. I think it would be a good idea to show pp next to a given score but pp should never replace the standard score system nor should it have priority over it.
That's exactly how pp works...
[WP]
i think mania scoring system is a better idea

imo
Topic Starter
Ohrami

[WP] wrote:

i think mania scoring system is a better idea

imo
hell no
bomber34
as a casual player I really don't care if this changes. More accurate ranking sounds nice (since most people aren't able to get into the top 50 anyway why should they care)

I especially see no reason against this if we can still have the score system as an alternaitve. We already have mod-specific, country, friends ranking.
I know it adds a lot to the database but with that I simply see no reason why anyone would care.

About the pp changes ... I don't know. I rarely watch replays so it wouldn't effect me and I don't know who really wants to watch some #25 or below on a map when most people use the same mods anyway.
Defacer
Just add a scoreboard based on pp next to the existing score one, even if it's just for testing purposes.Many replays won't exist but it's just about bringing attention to actually good scores that remain completely unnoticed.To all the people who cannot realize what I am saying->It's not only sayonara-bye who is #1 on everything with DTHD, there are many many players being able to do maps like him, maybe without hd, maybe without such accuracy but still deserve respect for it.That way, you will all learn about great players that are right now underrated.

I don't understand what's this big argument all about, what's wrong with addition of a scoreboard based on what actually makes up our ranks?
Kittles
So basically spinners would also be removed, since they dont affect pp. oh yeah take out combos too since everyone will just be going for fc and ss anyways
Amianki

pied wrote:

So basically spinners would also be removed, since they dont affect pp. oh yeah take out combos too since everyone will just be going for fc and ss anyways
Slippery slope fallacy.
LexiaLovesU

dennischan wrote:

pp is far too inaccurate for anything like this.
it only considers max combo and acc, which are not sufficent for any case of score calculation.
there is no pattern recognization or anything that could determine the skill of a player accurately.

I think you are getting to hyped up over a system which is not operational.
Before per hitobject data can be provided,
it is simply nonsense to base scores on it.

maybe this should be implemented, but in the far future after pp is fully functional and gives accurate scoring.
then we can talk about this.

ps:FL is much harder than DT. DT is just high speed spamming. (excluding sayo's plays)
You obviously never played DT in insanes before ._. FL is just Retry Spam(not really hard just need paitence) while in DT you actually need skill to hit the notes
Kittles
Since the whole argument seems about mods, why not just buff dt multiplier or nerf fl or hd?
Vuelo Eluko

Defacer wrote:

Just add a scoreboard based on pp next to the existing score one, even if it's just for testing purposes.Many replays won't exist but it's just about bringing attention to actually good scores that remain completely unnoticed.To all the people who cannot realize what I am saying->It's not only sayonara-bye who is #1 on everything with DTHD, there are many many players being able to do maps like him, maybe without hd, maybe without such accuracy but still deserve respect for it.That way, you will all learn about great players that are right now underrated.

I don't understand what's this big argument all about, what's wrong with addition of a scoreboard based on what actually makes up our ranks?
i like this idea better, jesus has a thread on it already to have a "pp scoreboard" as a supporter feature alongside country/friend rankings, and its much more reasonable than ousting score completely
Topic Starter
Ohrami
I'd be fine with having both scoreboards, as long as the highest score to each are saved (along with the replay), and we can set which one to view by default.

pied wrote:

Since the whole argument seems about mods, why not just buff dt multiplier or nerf fl or hd?
Because this comes up so often, I've updated the OP with the reasons why it can't work.
ARRACHEZ VOUS
A scoreboard pp based cannot be a scoreboard.
A scoreboard need to be score based to be a scoreboard.
A scoreboard is nice in a game with score, that would be stupid to remove it imo.

An another board such a ppboard could be nice, but only with the existing one, like an option that we can switch which board we want to see.

No votes given for this request but I'm not totally againts tho.
Dexem
Can this be a thing?
Topic Starter
Ohrami

MiniTokki wrote:

A scoreboard pp based cannot be a scoreboard.
A scoreboard need to be score based to be a scoreboard.
A scoreboard is nice in a game with score, that would be stupid to remove it imo.

An another board such a ppboard could be nice, but only with the existing one, like an option that we can switch which board we want to see.

No votes given for this request but I'm not totally againts tho.
pp is a type of score. I don't really care if both are implemented, as long as your highest score for both "score" and "pp" are saved.
Green Platinum
I'm currently unconvinced.
My major issue is players who are new are going to be completely confused by a leaderboard completely alien from anything to their own scores. I know there is a wealth of information available on the wiki but the truth is few new players read it and I run into plenty that don't know about pp, it needs to be more prominently visible and because it can't be displayed mid map few may actually realise what effects it's value. Additionally while this may work on difficult maps with a large range of pp values I can only imagine extremely easy songs having the same value throughout the whole top 50.

Also what about local leaderboards I believe that pp is calculated online so what happens to unranked and offline plays?

I do support an option to sort by pp or simply just have it displayed on the end map score screen. I'd love to see the Auto's pp from an all mod for Big Black etc.
Drezi

MiniTokki wrote:

A scoreboard pp based cannot be a scoreboard.
A scoreboard need to be score based to be a scoreboard.
A scoreboard is nice in a game with score, that would be stupid to remove it imo.

Green Platinum wrote:

My major issue is players who are new are going to be completely confused by a leaderboard completely alien from anything to their own scores.
If this was fully implemented PP would be score, it would replace score. What's so hard to grasp about this.
ARRACHEZ VOUS

Kyou-kun wrote:

pp is a type of score. I don't really care if both are implemented, as long as your highest score for both "score" and "pp" are saved.

Drezi wrote:

If this was fully implemented PP would be score, it would replace score. What's so hard to grasp about this.
What type of score a score on a scoreboard is ?
Bauxe

Drezi wrote:

If this was fully implemented PP would be score, it would replace score. What's so hard to grasp about this.
PP isn't really something that can be calculated as you progress through a song...
Drezi

Bauxe wrote:

PP isn't really something that can be calculated as you progress through a song...
Not true, there are viable suggestions, read back.

MiniTokki wrote:

Kyou-kun wrote:

pp is a type of score. I don't really care if both are implemented, as long as your highest score for both "score" and "pp" are saved.

Drezi wrote:

If this was fully implemented PP would be score, it would replace score. What's so hard to grasp about this.
What type of score a score on a scoreboard is ?
This guy... I really do hope that you're trolling.
ARRACHEZ VOUS

Drezi wrote:

This guy... I really do hope that you're trolling.
This guy ? I do not allow you to take that tone. You can't argue people just because you don't see their point.

In osu!, there notes and combo, which give you a score, this is how the game work.
No matter how fast / blindfolded / with your head you hit the notes, you just need to be in rythm, this is a rythmic game.
This is the basis rules to get a score in the game.

PP are totally different, I don't know how to spell it (my english suck) but basically, they are not basis rules, they are implemented by our own judgement on how much is difficult to hit a note. This is totally subjective so totally different imo.

That lost what the game is.

So it's why, I think, PP can't be a scoreboard.
Topic Starter
Ohrami
Because the current score system clearly isn't arbitrary what with how it multiplies your score based on combo, how 100s are worth 1/3 the points of a 300 and 50s worth 1/6, how misses/sliderbreaks end your combo but not 100s or 50s, how the mods multiply score by completely arbitrary numbers...

Yes, I'm sure that pp, something most people agree is relatively good at judging the difficulty of beatmaps and plays, which it does through looking at actual beatmap heuristics such as spacing, how fast you have to hit notes, how long the map is, OD, etc. is a far more arbitrary system.
jesse1412

MiniTokki wrote:

Drezi wrote:

This guy... I really do hope that you're trolling.
This guy ? I do not allow you to take that tone. You can't argue people just because you don't see their point.

In osu!, there notes and combo, which give you a score, this is how the game work.
No matter how fast / blindfolded / with your head you hit the notes, you just need to be in rythm, this is a rythmic game.
This is the basis rules to get a score in the game.

PP are totally different, I don't know how to spell it (my english suck) but basically, they are not basis rules, they are implemented by our own judgement on how much is difficult to hit a note. This is totally subjective so totally different imo.

That lost what the game is.

So it's why, I think, PP can't be a scoreboard.
Alright you can go ahead and subjectively think that drangonhuman and rrtyui and all the other current top players are shit because this system is so obviously subjective.
ARRACHEZ VOUS

jesus1412 wrote:

Alright you can go ahead and subjectively think that drangonhuman and rrtyui and all the other current top players are shit because this system is so obviously subjective.
Are you for real ?

Where the fuck a spoke about if PP was well balanced or not ?
Even if it was a good system or not ?

Those people who reply to look cool and funny but are not able to read properly ahah.

Why people has to be so bitter on internet ?
Ritzeh
If this does get implemented, there should be decimals in the score. ex: 150.111 pp
jesse1412

MiniTokki wrote:

jesus1412 wrote:

Alright you can go ahead and subjectively think that drangonhuman and rrtyui and all the other current top players are shit because this system is so obviously subjective.
Are you for real ?

Where the fuck a spoke about if PP was well balanced or not ?
Even if it was a good system or not ?

Those people who reply to look cool and funny but are not able to read properly ahah.

Why people has to be so bitter on internet ?
Why argue it's subjective when pp is clearly awarding based on skill rather objectively. Neither of us can deny these players are good, if the system was subjective then there would be people who would disagree.
CelegaS
Osu is an arcade-like game so performance don't matter, only score is important. Too much people don't understand that and are focused on pp.
Drezi
Why can't you understand that pp can become the new SCORE? Is it THAT hard of a concept? What makes the current number displayed after your play more scorish than the displayed value of pp? They're both numbers, one holding more meaning...

You're like "oh no pp bad, score good, you no understand ;_;" but you fail to see how score is just an arbitrary number, you admire it blindly just because right now that's the number named "score".
Bauxe

Drezi wrote:

Why can't you understand that pp can become the new SCORE? Is it THAT hard of a concept? What makes the current number displayed after your play more scorish than the displayed value of pp? They're both numbers, one holding more meaning...

You're like "oh no pp bad, score good, you no understand ;_;" but you fail to see how score is just an arbitrary number, you admire it blindly just because right now that's the number named "score".
So you want the new players spamming threads about how they got 1 point on a map?
Full Tablet

Bauxe wrote:

Drezi wrote:

Why can't you understand that pp can become the new SCORE? Is it THAT hard of a concept? What makes the current number displayed after your play more scorish than the displayed value of pp? They're both numbers, one holding more meaning...

You're like "oh no pp bad, score good, you no understand ;_;" but you fail to see how score is just an arbitrary number, you admire it blindly just because right now that's the number named "score".
So you want the new players spamming threads about how they got 1 point on a map?
They could scale the pp number up by a certain value for display (for example, scale by 1,000 it so ~1pp becomes 1,241), or show decimals (the amount of pp of a play already has decimal value, it is just rounded for display).
Dexus
Bauxe: you made me think this up t/225131
ARRACHEZ VOUS

jesus1412 wrote:

Why argue it's subjective when pp is clearly awarding based on skill rather objectively. Neither of us can deny these players are good, if the system was subjective then there would be people who would disagree.
This is 100% subjective since that PP system and that idea of skills was implemented in addition on the basis game.

I think you misunderstand what the game is (or was) and what we want it to become.

Even in term of skills (term subjective...), the PP system is not objective.
If it was, it would be perfect but that not the case. I think Tom94 and peppy are working on it yet.
But if it was objective why on earth we would change it ?
You said it yourself, if objective, we can't denny.

It's called balance. We look at the system subjectively and try to make it objective.
Ace3DF
It would make every scoreboard on easy - hard maps irelavent seeing how all the top scores will be HDHRDTFLPF.
jesse1412

MiniTokki wrote:

jesus1412 wrote:

Why argue it's subjective when pp is clearly awarding based on skill rather objectively. Neither of us can deny these players are good, if the system was subjective then there would be people who would disagree.
This is 100% subjective since that PP system and that idea of skills was implemented in addition on the basis game.

I think you misunderstand what the game is (or was) and what we want it to become.

Even in term of skills (term subjective...), the PP system is not objective.
If it was, it would be perfect but that not the case. I think Tom94 and peppy are working on it yet.
But if it was objective why on earth we would change it ?
You said it yourself, if objective, we can't denny.

It's called balance. We look at the system subjectively and try to make it objective.
It objectively places the good players at the top. If you disagree with this then you must be delusional. Maybe the order isn't perfect but it certainly does sort the best from the good from the bad.

Ace3DF wrote:

It would make every scoreboard on easy - hard maps irelavent seeing how all the top scores will be HDHRDTFLPF.
Just like the current system wow!

CelegaS wrote:

Osu is an arcade-like game so performance don't matter, only score is important. Too much people don't understand that and are focused on pp.
pp = score in this proposal, "Too much people don't understand that and are focused on [the old scoring system]."
Sea_Food
I really dont like this idea because pp is way too complicated to be a scoring system. This is like if someone in football made a suggestion that

"The team with most goals should not win, because they are not necersary the team that really played better in my opinion. The team that has the best performance counting in ball posession, passes, hairstyle AND goals (+other stuff) should win."

I love that there is the pp system in this game and it definetly is better for overall player ranking than the old ranked score was. But when you are playing the map, your progress should be shown as a simple score system. Why? Because literally every game and video game ever has it that way, no reason for osu! to be some kind of weird thing that is too complicatedm

Also lol at complaining that hdhr and fl give too much score compared to dt. Alot of top scores use the dt mod, way more are there dt than fl. And if you still think that is a problem, how about just increase the dt multiplier insted of change whole system?


Dexus wrote:

Bauxe: you made me think this up http://osu.ppy.sh/forum/t/225131
Bauxe you monster
Drezi

Sea_Food wrote:

I really dont like this idea because pp is way too complicated to be a scoring system. This is like if someone in football made a suggestion that
"The team with most goals should not win, because they are not necersary the team that really played better in my opinion. The team that has the best performance counting in ball posession, passes, hairstyle AND goals (+other stuff) should win."
Completely flawed argument, the play of football players is centered around scoring goals, their whole strategy and training revolves around it, so obviously goals matter.

In osu it's not that straightwordard, there's no single simple and clearly defined goal other than generally playing well, maintaining a good combo AND accuracy at the same time, and score isn't straightforward either with 7 digit scores and the combo multiplier etc.
If anything the football analogy would be "goals near the end of the game are worth 10x more" lol.
Vuelo Eluko

Drezi wrote:

Sea_Food wrote:

I really dont like this idea because pp is way too complicated to be a scoring system. This is like if someone in football made a suggestion that
"The team with most goals should not win, because they are not necersary the team that really played better in my opinion. The team that has the best performance counting in ball posession, passes, hairstyle AND goals (+other stuff) should win."
Completely flawed argument, the play of football players is centered around scoring goals, their whole strategy and training revolves around it, so obviously goals matter.

In osu it's not that straightwordard, there's no single simple and clearly defined goal other than generally playing well, maintaining a good combo AND accuracy at the same time, and score isn't straightforward either with 7 digit scores and the combo multiplier etc.
If anything the football analogy would be "goals near the end of the game are worth 10x more" lol.
its not like a pp scoring system avoids the issue. if you could see a live number showing how much pp the play is worth while the map is being played [impossible for more reasons then i want to get into but bare with me] the number would barely move until you get past the halfway point in the song,and it would just go up faster from there.
Drezi

Bassist Vinyl wrote:

if you could see a live number showing how much pp the play is worth while the map is being played [impossible for more reasons then i want to get into but bare with me]
Acutally this hasn't been confirmed/denied by Tom, and I'm not really convinced that you're an expert regarding the technical possibilities/limitations here, but if you are, please do elaborate. It's a rather important issue and it would be silly to drop the subject just because someone claimed it to be impossible.
Sea_Food

Drezi wrote:

Sea_Food wrote:

I really dont like this idea because pp is way too complicated to be a scoring system. This is like if someone in football made a suggestion that
"The team with most goals should not win, because they are not necersary the team that really played better in my opinion. The team that has the best performance counting in ball posession, passes, hairstyle AND goals (+other stuff) should win."
Completely flawed argument, the play of football players is centered around scoring goals, their whole strategy and training revolves around it, so obviously goals matter.

In osu it's not that straightwordard, there's no single simple and clearly defined goal other than generally playing well, maintaining a good combo AND accuracy at the same time, and score isn't straightforward either with 7 digit scores and the combo multiplier etc.
If anything the football analogy would be "goals near the end of the game are worth 10x more" lol.
Ok i admit that the current scoring system is more complicated than in football, but for a video game its okay. Its not nearly as complicated as you make it sound. I actually think that score per note should be:

hit value*combo*mode multipliers

Its actually a little different
Score = Hit Value + Hit Value * (Combo multiplier * Difficulty multiplier * Mod multiplier) / 25
But its still pretty simple and actually in a sense the same as the one i think it should be.


Also the reason i dont quite mania is because there the score is calculated this way:



I think i red that through 10 times and I still dont quite understand it. Clearly the most complicated score calculation system I have ever seen in my life. And pp calculation is even more complicated. If this threads suggestion went through, they could change the osu! slogan to "rythm and formulas that you wont understand."
D e s
Why not both? then we will have 2 global ranking
Drezi

Sea_Food wrote:

I think i red that through 10 times and I still dont quite understand it. Clearly the most complicated score calculation system I have ever seen in my life. And pp calculation is even more complicated. If this threads suggestion went through, they could change the osu! slogan to "rythm and formulas that you wont understand."
you just need to play well. you don't need to understand the formulas (only to the point that combo and accuracy are the main factors).
ARRACHEZ VOUS

jesus1412 wrote:

It objectively places the good players at the top. If you disagree with this then you must be delusional. Maybe the order isn't perfect but it certainly does sort the best from the good from the bad.
Nah, you still don't get the point.

There is a game, with his rules, they are objective, it's what the game is.
There is a scoreboard based on it, he's objective too.
That scoreboard do not pretend to rank skills or anything, just the score with his rules.

If you want to replace scoreboard, add more rules, this will not be the same game.
Everything that you can add gonna be subjective.

Yes, PP places objectively the good players at the top, but that concept don't even exist in the game.
Drezi

MiniTokki wrote:

Nah, you still don't get the point.

There is a game, with his rules, they are objective, it's what the game is.
There is a scoreboard based on it, he's objective too.
Yes, my friend there is a certain ruleset and a scoreboard based on it, and why would you believe that it's of divine origin, and changing that ruleset to a better one ruins the game? How can you say it's objective, when it's an arbitrarily chosen ruleset, just like pp. But objectively pp does a pretty good job at placing better plays higher.
ARRACHEZ VOUS

Drezi wrote:

Yes, my friend there is a certain ruleset and a scoreboard based on it, and why would you believe that it's of divine origin, and changing that ruleset to a better one ruins the game? How can you say it's objective, when it's an arbitrarily chosen ruleset, just like pp. But objectively pp does a pretty good job at placing better plays higher.
I'm not a believer so this is certainly not a divine origin, just some game developers I guess...

And sorry to tell you that, but yes, when you create a game with rulesset, they are objective. They make what your game is and how you wanted it to become. We can all allow playing with our hands in football but this is not gonna be football anymore. And I didn't say that will ruins (make it bad or something, it does not matter here), I say that gonna change the purpose of the game.

You just misunderstand what the game is, what the devs wanted, what the score does and what we want with PP.
Drezi
wtf is up with all the horrible football analogies. please use some logic.

this game is about clicking on circles to rythm, and the way you're scored has absolutely nothing to do with this gameplay, and can be changed for the better...
ARRACHEZ VOUS
At least, using analogies is a sort of arguments. Arguments, something that all your post are missing.

Reads some books, things are not that simple.

But above all, when you want to discuss with someone, make sure to read what they write.
Drezi
I give up. :cry:
Topic Starter
Ohrami
The football analogies don't work for the simple reason that the objective is literally just score goals. Nothing else matters in football. There are rules about how you can use the ball, how many players can be on a team, and what they can do, but the gameplay is literally focused on scoring goals, which in turn scores points. In osu!, the objective is hit all objects as accurately as possible. Hitting the hit objects will, in turn, score you points. However, the method by which these points is given can vary wildly without the gameplay changing at all. In football, you can't change how points are distributed without completely changing how the game is played.
Tom94
This whole discussion about objective vs. subjective is completely pointless imho. Both the current scoring system and pp are objective in the sense that a computer rates scores based on rock-solid algorithms. At the same time both the scoring system and pp try to objectively rate a score as close as possible to the general subjective meaning of skill the community has.

Showing pp while playing would not be a very good idea I think. The system would have to make assumptions about the rest of the score which has not been played yet.

If it assumed 300s for the rest of the score, then the displayed pp would only go down and your goal would be to have it go down as little as possible.

On the other hand if it assumed misses for the rest of the score, then it would only start showing values above 0 near the end of the map since misses currently reduce pp by quite a lot.

The last option would be to disregard the remainder of the map and only compute pp for the existing part just like accuracy works. This would likely not be possible without making the game lag, because the difficulty of the beatmap would have to be computed up to every existing hitobject once.
Sea_Food

Kyou-kun wrote:

The football analogies don't work for the simple reason that the objective is literally just score goals. Nothing else matters in football. There are rules about how you can use the ball, how many players can be on a team, and what they can do, but the gameplay is literally focused on scoring goals, which in turn scores points. In osu!, the objective is hit all objects as accurately as possible. Hitting the hit objects will, in turn, score you points. However, the method by which these points is given can vary wildly without the gameplay changing at all. In football, you can't change how points are distributed without completely changing how the game is played.
Excuse me that my analogy was not 100% accurate, but my point was that the base score system should be kept simple. As it is done everywhere else.
Topic Starter
Ohrami
But the problem is that you can't accurately judge skill based on simple score system in osu!, because of the fact that there are so many different levels which require different skills, while you can accurately judge skill based on a simple score system in football, because there's only one "level", and it always requires the same set of skills to master it.
jesse1412
Football skill is much more like ppv1. Football can ONLY be measured relative to other players and it's a pretty stupid argument. The limit in performance in football is relative to the limit in opposition to test against. osu! has no limit hence why it's completely different. Still I prefer pp to score.
xasuma
o_0
Sea_Food

Kyou-kun wrote:

But the problem is that you can't accurately judge skill based on simple score system in osu!, because of the fact that there are so many different levels which require different skills, while you can accurately judge skill based on a simple score system in football, because there's only one "level", and it always requires the same set of skills to master it.
What am I even reading. Well i wont give a deeper opinion on that because i really dont think its relevant to the suggestion.
Drezi

Tom94 wrote:

If it assumed 300s for the rest of the score, then the displayed pp would only go down and your goal would be to have it go down as little as possible.

On the other hand if it assumed misses for the rest of the score, then it would only start showing values above 0 near the end of the map since misses currently reduce pp by quite a lot.
And what about the thing I suggested - the rest of the map being counted as neither misses nor 300s, but null (same as if you missed the rest of the map, but without the miss penalty for the not yet played objects)?

Even if that's impossible, TBH noone really cares about their score while playing (oh yeah I've reached 1,656,565 already!? meh).
The main purpose of it is to allow for a constantly changing ranking mid-game in multiplayer and for that the "assumes 300s for the rest of the map" method would be perfectly fine.

If that's demoralizing, pp wouldn't even have to be displayed while playing, only be used to determine the multiplayer ranking mid-game without displaying the pp value. Seeing 'current combo' plus 'max combo achieved so far' and accuracy (maybe for the others too in multi?) should be enough while playing imo, the end result is what matters really.

I hope that upon closely inspecting my post, even MiniTokki can find faint traces of arguments in it. No offense man, but that comment cracked me up.
silmarilen

Drezi wrote:

Tom94 wrote:

If it assumed 300s for the rest of the score, then the displayed pp would only go down and your goal would be to have it go down as little as possible.

On the other hand if it assumed misses for the rest of the score, then it would only start showing values above 0 near the end of the map since misses currently reduce pp by quite a lot.
And what about the thing I suggested - the rest of the map being counted as neither misses nor 300s, but null (same as if you missed the rest of the map, but without the miss penalty for the not yet played objects)?

Tom94 wrote:

The last option would be to disregard the remainder of the map and only compute pp for the existing part just like accuracy works. This would likely not be possible without making the game lag, because the difficulty of the beatmap would have to be computed up to every existing hitobject once.
Vuelo Eluko

silmarilen wrote:

Tom94 wrote:

The last option would be to disregard the remainder of the map and only compute pp for the existing part just like accuracy works. This would likely not be possible without making the game lag, because the difficulty of the beatmap would have to be computed up to every existing hitobject once.
actually counting the parts of the map played as neither misses nor 300's would still work just fine without lagging since it doesnt have to recalculate the map every hit object. just once. for example, take a 800 combo map, if you have 400 combo currently + 98% acc it shows the pp you'd have in game as though you cleared it with 400 combo +98 acc... and goes up/down from there. PP has to be calculated live yeah but not the difficulty of the map.

that said, its still pointless
Drezi
yeah, as Bassist Vinyl said, what I mentioned is not the same as recalculating the map as a whole after every note, c'mon i can read what Tom posted just fine lol.
Full Tablet

Sea_Food wrote:

Kyou-kun wrote:

The football analogies don't work for the simple reason that the objective is literally just score goals. Nothing else matters in football. There are rules about how you can use the ball, how many players can be on a team, and what they can do, but the gameplay is literally focused on scoring goals, which in turn scores points. In osu!, the objective is hit all objects as accurately as possible. Hitting the hit objects will, in turn, score you points. However, the method by which these points is given can vary wildly without the gameplay changing at all. In football, you can't change how points are distributed without completely changing how the game is played.
Excuse me that my analogy was not 100% accurate, but my point was that the base score system should be kept simple. As it is done everywhere else.
pp calculation isn't really that hard, even, it is simpler to calculate than score, since it doesn't rely on the distribution of the 300s-100s-50s-Misses through the play (just the total amount of each of these and the Max Combo). Also score considers spinners and slider-tick bonuses.
The calculation is something like this http://pastebin.com/XDDgKEvw (this was for the tp system during September 2013, some values in there have changed, and some parts of the calculation probably have changed by now in ppv2), the hidden variables currently are the Aim Difficulty and Speed Difficulty for each beatmap (which are correlated to the Star Difficulty).
haha5957
PP doesn't necessarily have to be exactly converted to score. The problem we have right now is that "highscore doesn't mean high pp".

Seems like accuracy change during game is making the problem. Well, I'm not 100% sure how pp works, but I believe Accuracy score and Combo scores are seperated (according to reddit pp analyse.)

Then just make Accuracy as an Bonus score after play, just like how Jubeat and DJMax technika does.


Here's an idea :

1) Make every object has the same basic score. If you hit the object regardless of how accurate you were, you get (let's say) 500 score every object.
2) Seems like combo scores are dependant on the maximum combo you achieved on the map. Every maxcombo you achieve, you get extra score. (for example, you get 500 for every note, and another 500 for your combo score. after you miss, you won't get that extra 500 untill you reach your last maximum combo)
3) If there are any modifiers for # of 50 or 100 or miss, just have them sum up to the bonus score that will be given after the play with the accuracy bonus score.



Since accuracy constantly changes(and most likely to drop after you miss or 100) it would be weird to be counted realtime. However using bonus score can possibly solve this and make score directly reflect PP

pros everything


cons you can't accurately tell if it will beat your highscore or not before you finish the play (However I do think this should be encouraged)
manjumochi

haha5957 wrote:

PP doesn't necessarily have to be exactly converted to score. The problem we have right now is that "highscore doesn't mean high pp".

Seems like accuracy change during game is making the problem. Well, I'm not 100% sure how pp works, but I believe Accuracy score and Combo scores are seperated (according to reddit pp analyse.)

Then just make Accuracy as an Bonus score after play, just like how Jubeat and DJMax technika does.


Here's an idea :

1) Make every object has the same basic score. If you hit the object regardless of how accurate you were, you get (let's say) 500 score every object.
2) Seems like combo scores are dependant on the maximum combo you achieved on the map. Every maxcombo you achieve, you get extra score. (for example, you get 500 for every note, and another 500 for your combo score. after you miss, you won't get that extra 500 untill you reach your last maximum combo)
3) If there are any modifiers for # of 50 or 100 or miss, just have them sum up to the bonus score that will be given after the play with the accuracy bonus score.



Since accuracy constantly changes(and most likely to drop after you miss or 100) it would be weird to be counted realtime. However using bonus score can possibly solve this and make score directly reflect PP

pros everything


cons you can't accurately tell if it will beat your highscore or not before you finish the play (However I do think this should be encouraged)
This is a good idea, it is too painful to see you made a better accuracy with the same combo (or almost) and have less score and you have to stick with worse performance as top performance.
Dexus
The game is dependant on combo and accuracy; yet the reward for accuracy is greatly diminished when combo isnt maximized; the opposite way accuracy can be poor and the combo can be maximized. Thr player with a full combo and way less accuracy shluldnt be rewarded more than a person with really good accuracy and a ranfom miss. The fact a miss means a useless play is only because of the scoring system in its current state. If we switched to pp based ranking then those amaxing plays with a minor miss wouldnt be completely useless

Edit: forgive the terrible spelling; I'm on mobile and its a pain in the ass to type on this new phone
Sea_Food

Dexus wrote:

The game is dependant on combo and accuracy; yet the reward for accuracy is greatly diminished when combo isnt maximized; the opposite way accuracy can be poor and the combo can be maximized. Thr player with a full combo and way less accuracy shluldnt be rewarded more than a person with really good accuracy and a ranfom miss. The fact a miss means a useless play is only because of the scoring system in its current state. If we switched to pp based ranking then those amaxing plays with a minor miss wouldnt be completely useless
People on this thread keep using this argument but dont you guys know how much a combo affects pp aswell? Much more than accuracy.
Full Tablet

Sea_Food wrote:

Dexus wrote:

The game is dependant on combo and accuracy; yet the reward for accuracy is greatly diminished when combo isnt maximized; the opposite way accuracy can be poor and the combo can be maximized. Thr player with a full combo and way less accuracy shluldnt be rewarded more than a person with really good accuracy and a ranfom miss. The fact a miss means a useless play is only because of the scoring system in its current state. If we switched to pp based ranking then those amaxing plays with a minor miss wouldnt be completely useless
People on this thread keep using this argument but dont you guys know how much a combo affects pp aswell? Much more than accuracy.
In score, the combo increases the total score quadratically Θ(x^2) (A single combo of 1000 is worth roughly 4 times more score than a single combo of 500), if the combo breaks in a play are distributed evenly through the map, the max combo increases the total score linearly Θ(x) (2 times more total score with 1000 combo than two 500 combos in a map). Accuracy percentage affects the score linearly Θ(x^1) (90% accuracy is about 10% less score than 100% accuracy).

In tp (which is similar to the current pp), during September 2013, the total tp is the sum of Speed, Aim and Accuracy values. With Speed and Aim, the accuracy percentage is a factor of: (100%+Acc%)/2 (So 90%accuracy is worth about 5% less than 100% accuracy for Speed and Aim). With Accuracy, the accuracy percentage increases the value with a growth of Θ(x^24) (90% accuracy is worth 99.92% less than 100% accuracy). Max Combo in Speed and Aim increases their values with a growth of Θ(x^0.8) (Slightly slower than linearly), and doesn't affect Accuracy.

Overall, accuracy is much more important than max combo in pp, but since the variance of Max Combo is usually higher than the variance of Accuracy between consecutive plays of the same player (it is common to improve the combo from 400 to 900 in two consecutive plays, but getting from 97%acc to SS is harder unless the map is short), the differences of max combo tend to play a bigger role in increasing the amount of pp a map gives.
nooblet

haha5957 wrote:

PP doesn't necessarily have to be exactly converted to score. The problem we have right now is that "highscore doesn't mean high pp".

Seems like accuracy change during game is making the problem. Well, I'm not 100% sure how pp works, but I believe Accuracy score and Combo scores are seperated (according to reddit pp analyse.)

Then just make Accuracy as an Bonus score after play, just like how Jubeat and DJMax technika does.


Here's an idea :

1) Make every object has the same basic score. If you hit the object regardless of how accurate you were, you get (let's say) 500 score every object.
2) Seems like combo scores are dependant on the maximum combo you achieved on the map. Every maxcombo you achieve, you get extra score. (for example, you get 500 for every note, and another 500 for your combo score. after you miss, you won't get that extra 500 untill you reach your last maximum combo)
3) If there are any modifiers for # of 50 or 100 or miss, just have them sum up to the bonus score that will be given after the play with the accuracy bonus score.



Since accuracy constantly changes(and most likely to drop after you miss or 100) it would be weird to be counted realtime. However using bonus score can possibly solve this and make score directly reflect PP

pros everything


cons you can't accurately tell if it will beat your highscore or not before you finish the play (However I do think this should be encouraged)

Have you even thought about how you'd even implement this? Like, the whole game up till now has been scored this way, it's not gonna change that easily. How would you deal with the billions of scores set up till now? Start new work ranked maps? Please, let's not be naive, this would make osu a completely different game. I'm not saying it's a bad idea, I completely agree the scores should be based on raw combo/accuracy if that's all the algorithm calculates, in fact I'd have quite a few different personal best scores, but a change like this is pretty unreasonable to the people who scored in the past 7 years.

Edit: The most ideal change would be to score the same way Mania is, but likewise this would be unfair to the billions of scores made up till now.

Drezi wrote:

yeah, as Bassist Vinyl said, what I mentioned is not the same as recalculating the map as a whole after every note, c'mon i can read what Tom posted just fine lol.
What Tom means is the difficulty of the map is changed with every note placed, so difficulty would be constantly changing if the rest of the map was considered to be null. Star rating evens out after about half the map as long as there aren't any huge difficulty spikes. Why does it matter if the rest of the map is considered as misses or null anyways? It's not like you'll get PP for combining half of something. The amount of PP you can gain from a map pretty much only starts increasing as you finish 90% of it anyways. It's much easier to assume misses, this way the amount of PP you gain is guaranteed, instead of getting the false hope of getting PP from SSing half of a map then missing a stream or something.


As for this suggestion, I think this is a great idea. It's much more fair to have scores ranked by PP. I'm afraid to play a lot of maps without mods in fear of being unable to beat them on score with mods in the future, so I actually leave a lot of maps in played when I see a scoreboard full of DT's. This addition would be really nice.
Vuelo Eluko

nooblet wrote:

As for this suggestion, I think this is a great idea. It's much more fair to have scores ranked by PP. I'm afraid to play a lot of maps without mods in fear of being unable to beat them on score with mods in the future, so I actually leave a lot of maps in played when I see a scoreboard full of DT's. This addition would be really nice.
at your level would a map with a "scoreboard full of DT's" even be fun without DT? I'm pretty bad but most maps I see with the full DT scoreboard I can at least pass or half-pass. although I do have a lot of no mod fcs on maps like that from many months ago that I wish I didn't have... an easier solution would be to let us delete our scores
Topic Starter
Ohrami

nooblet wrote:

Have you even thought about how you'd even implement this? Like, the whole game up till now has been scored this way, it's not gonna change that easily. How would you deal with the billions of scores set up till now?
Change the score values into their corresponding pp values. I don't see what the problem with this is? That has already been done to give people their overall ranks.
Sea_Food

Full Tablet wrote:

Sea_Food wrote:

People on this thread keep using this argument but dont you guys know how much a combo affects pp aswell? Much more than accuracy.
In score, the combo increases the total score quadratically Θ(x^2) (A single combo of 1000 is worth roughly 4 times more score than a single combo of 500), if the combo breaks in a play are distributed evenly through the map, the max combo increases the total score linearly Θ(x) (2 times more total score with 1000 combo than two 500 combos in a map). Accuracy percentage affects the score linearly Θ(x^1) (90% accuracy is about 10% less score than 100% accuracy).

In tp (which is similar to the current pp), during September 2013, the total tp is the sum of Speed, Aim and Accuracy values. With Speed and Aim, the accuracy percentage is a factor of: (100%+Acc%)/2 (So 90%accuracy is worth about 5% less than 100% accuracy for Speed and Aim). With Accuracy, the accuracy percentage increases the value with a growth of Θ(x^24) (90% accuracy is worth 99.92% less than 100% accuracy). Max Combo in Speed and Aim increases their values with a growth of Θ(x^0.8) (Slightly slower than linearly), and doesn't affect Accuracy.

Overall, accuracy is much more important than max combo in pp, but since the variance of Max Combo is usually higher than the variance of Accuracy between consecutive plays of the same player (it is common to improve the combo from 400 to 900 in two consecutive plays, but getting from 97%acc to SS is harder unless the map is short), the differences of max combo tend to play a bigger role in increasing the amount of pp a map gives.


Lol my top rank gives me 62pp with an 88% acc. I dont quite understand how pp works as i said in previous post that its fucking complicated. But i do seem to still understand much better than you do. Because if what you bullshitted about was true, that would mean getting 100% acc from that song, it would give more than eighty thousand pp.
silmarilen

Sea_Food wrote:

Lol my top rank gives me 62pp with an 88% acc. I dont quite understand how pp works as i said in previous post that its fucking complicated. But i do seem to still understand much better than you do. Because if what you bullshitted about was true, that would mean getting 100% acc from that song, it would give more than eighty thousand pp.
Dexus

silmarilen wrote:

jesse1412
The retardation is absolutely apocalyptic. That post may be the catalyst that starts a real life version of the metro 2033 world.
Sea_Food
Well atleast the thread is now off topic so was worth

Anyway to explain my post I think i was wrong understanding the "sum" part of what full tablet said. I was just focused on
(90% accuracy is worth 99.92% less than 100% accuracy
Which reversed means
100% accuracy is worth 125 000% more than 90% accuracy.
what ever. the suggestion is still ass
Coffee Hero

Sea_Food wrote:

Well atleast the thread is now off topic so was worth

Anyway to explain my post I think i was wrong understanding the "sum" part of what full tablet said. I was just focused on
(90% accuracy is worth 99.92% less than 100% accuracy
Which reversed means
100% accuracy is worth 125 000% more than 90% accuracy.
what ever. the suggestion is still ass
if 100% accuracy gave 100pp ~ 90% accuracy would give 0.08pp (keep in mind the pp is also derived from SPEED AND AIM)
Full Tablet

Sea_Food wrote:

Lol my top rank gives me 62pp with an 88% acc. I dont quite understand how pp works as i said in previous post that its fucking complicated. But i do seem to still understand much better than you do. Because if what you bullshitted about was true, that would mean getting 100% acc from that song, it would give more than eighty thousand pp.
If your top rank gave 62pp with 88% acc, it would have practically zero Accuracy pp, and the the Aim pp and the Speed pp alone would give the 62pp (if they are equal, then each one would be about 32.5, since the total pp is (Aim^X + Speed^X + Accuracy^X)^(1/X) with X=1.1)

With the same max combo and amount of misses, but with 99% accuracy, Aim and Speed would be about 5.95% higher, and you would get Accuracy pp.

A SS in a OD9.8 map with 72 circles gave 71 accuracy tp IIRC, 99% acc in an OD7 map with 219 circles would give 26.9 accuracy tp. If that value is close to the pp it would give (the formulas aren't the same, I don't know the exact formulas for pp), then the score would give a total of about 87 pp. If the OD was higher, then accuracy would give a higher bonus.
haha5957

Kyou-kun wrote:

nooblet wrote:

Have you even thought about how you'd even implement this? Like, the whole game up till now has been scored this way, it's not gonna change that easily. How would you deal with the billions of scores set up till now?
Change the score values into their corresponding pp values. I don't see what the problem with this is? That has already been done to give people their overall ranks.

Even now, scores were converted into pp with no problemo. If the new scoring system somehow reflects pp directly, why would it be hard to convert old score into new score?

blahblah wrote:

All the opposing opinions saying "pp isnt even perfect"
There isn't, i mean, shouldn't be any doubt on how pp is better than old score. This guy is just asking for a new score system that replaces the bad one
I see no point on you guys who are opposing this. I mean, why? Do you really think past scoring system is whole lot better?
The way I suggested before (changing factors, like accuracy, can be applied after the gameplay) seems like it pretty much evens out the problem of "pp takes accuracy into it, but it is hard to display realtime")
jesse1412

Sea_Food wrote:

Well atleast the thread is now off topic so was worth

Anyway to explain my post I think i was wrong understanding the "sum" part of what full tablet said. I was just focused on
(90% accuracy is worth 99.92% less than 100% accuracy
Which reversed means
100% accuracy is worth 125 000% more than 90% accuracy.
what ever. the suggestion is still ass
Hopefully this thread changes your view on life and you either: A, become a good poster that doesn't enjoy making a thread go off topic or B, jump off a bridge.

osu!tp ranking pretty much always put the best replays first. If this could be implemented easily as a 2nd scoreboard I'm sure it would be. Give it time guys.
Purple
I like this idea a lot, but I do think that osu!, due to it's high skill level, is in sore need of a league system that puts players of lower and middle skill level against each other in scoreboards. I remember peppy talking about that somewhere and I don't know what ever happened to it.
NicePlay_old
That'd be awful. I hope this will never happen.
As far as I know, this is a rhythm game, not a speed tester.
I think so too
Dislike request
Tom94

Bassist Vinyl wrote:

actually counting the parts of the map played as neither misses nor 300's would still work just fine without lagging since it doesnt have to recalculate the map every hit object. just once. for example, take a 800 combo map, if you have 400 combo currently + 98% acc it shows the pp you'd have in game as though you cleared it with 400 combo +98 acc... and goes up/down from there. PP has to be calculated live yeah but not the difficulty of the map.

that said, its still pointless
What you describe is assuming misses for the rest of the map which I mentioned as an alternative in my post. I don't see how you would have anywhere near enough information to correct me on the last point.

Assuming only 300s maps like tag4 things would first display thousands of pp and then drop to next to nothing at the hard parts. Vice versa assuming misses the pp would only begin raising far into the map. Re-computing the beatmap difficulty up to the current hitobject would ensure a stable amount of pp to play quality ratio.

I want to mention another possibility, that can potentially be good, too. Namely extrapolating the current ratio of misses, 50s, 100s and 300s to the rest of the map and then showing that pp value. This would still have artifacts on maps which have highly varying difficulty (tag4 for instance), but far less than assuming pure 300s or pure misses.
Drezi
Extrapolation could be nice, one other thing I thought of is that we take the "assume 300s for the rest of the map" approach, but the displayed PP would be simply proportional to your current progress on the drain time of the map, so that there's a sense of progression as you play through the song.

What I mean is that if you SS a song, displayed PP would go from 0% to 100% linearly with drain time, instead of staying the same throughout the whole song, and if you make more and more mistakes, than the overall real PP you can potentially achieve would constantly go down (since we start out assuming 300s for the rest), but this would be offset by the fact that the display of this decreasing value would be weighted from 0% to 100% in proportion to draintime as you play, so overall you could still see an increase in pp over time, reaching your final and real PP at the end of the drain time.

I hope it makes sense and I managed to describe what I was thinking.

Edit: Or it could be in proportion to your progress on the combo total of the map (regardless of breaking combos), instead of drain time, so that the increase is directly linked to the density of objects aswell. Actually this would make more sense, even if PP display updates were linked to hitobjects with the drain time method too.
Tom94

Drezi wrote:

Extrapolation could be nice, one other thing I thought of is that we take the "assume 300s for the rest of the map" approach, but the displayed PP would be simply proportional to your current progress on the drain time of the map, so that there's a sense of progression as you play through the song.

What I mean is that if you SS a song, displayed PP would go from 0% to 100% linearly with drain time, instead of staying the same throughout the whole song, and if you make more and more mistakes, than the overall real PP you can potentially achieve would constantly go down (since we start out assuming 300s for the rest), but this would be offset by the fact that the display of this decreasing value would be weighted from 0% to 100% in proportion to draintime as you play, so overall you could still see an increase in pp over time, reaching your final and real PP at the end of the drain time.

I hope it makes sense and I managed to describe what I was thinking.

Edit: Or it could be in proportion to your progress on the combo total of the map (regardless of breaking combos), instead of drain time, so that the increase is directly linked to the density of objects aswell. Actually this would make more sense, even if PP display updates were linked to hitobjects with the drain time method too.
Given the current pp algorithm what you suggest wouldn't ensure monotonically increasing pp values.

I almost think it would be better to revamp the scoring system to be in line with pp increase while keeping it simple enough to work as an intuitive scoring system instead of using something as complex as pp. osu!mania or osu!stream's scoring systems are reasonable examples.
Drezi

Tom94 wrote:

Given the current pp algorithm what you suggest wouldn't ensure monotonically increasing pp values.
Yeah, I just thought that it would feel okey if the drops in PP were not as huge in absolute value compared to the final result, and when you're not making mistakes the displayed pp would be increasing instead of staying level.
Vuelo Eluko

Tom94 wrote:

Bassist Vinyl wrote:

actually counting the parts of the map played as neither misses nor 300's would still work just fine without lagging since it doesnt have to recalculate the map every hit object. just once. for example, take a 800 combo map, if you have 400 combo currently + 98% acc it shows the pp you'd have in game as though you cleared it with 400 combo +98 acc... and goes up/down from there. PP has to be calculated live yeah but not the difficulty of the map.

that said, its still pointless
What you describe is assuming misses for the rest of the map which I mentioned as an alternative in my post. I don't see how you would have anywhere near enough information to correct me on the last point.

Assuming only 300s maps like tag4 things would first display thousands of pp and then drop to next to nothing at the hard parts. Vice versa assuming misses the pp would only begin raising far into the map. Re-computing the beatmap difficulty up to the current hitobject would ensure a stable amount of pp to play quality ratio.

I want to mention another possibility, that can potentially be good, too. Namely extrapolating the current ratio of misses, 50s, 100s and 300s to the rest of the map and then showing that pp value. This would still have artifacts on maps which have highly varying difficulty (tag4 for instance), but far less than assuming pure 300s or pure misses.
my assumption was it went off your current progress. for example, if you are currently at halfway into the map and have 100% and a half combo of the full map, your pp displayed would be equivalent to if you had a half combo and 100% and 0 misses play of the entire map. And from there it progresses forward.

yes you pretty much have nowhere to go but down when you mess up and i agree this is one of the many reasons this shouldnt be implemented.

thousands of pp? so lets say a tag4 map with a max combo of 1300 and you're 1% into the map with a combo of 10 or whatever. are you telling me had you finished the map with a 10x combo out of 1300 you're looking at thousands of pp? or even a 100x combo? Just because no misses are weighted? That seems odd.
Yarissa
I think if it's going to show pp scoreboards during the song (which I think is entirely optional, honestly; the scoreboards could be exclusively in song select) that it should show you your potential PP with an SS and selected mods from the very beginning of the song. THEN it could penalize you as you go. I know it doesn't exactly seem accurate to play a tag4 map and see 1200 pp to begin with, but nobody should expect to full combo a tag4 map. PP might be difficult to calculate in realtime but I think however it is calculated shouldn't HAVE to show your progress on a map and should be implemented in the most efficient way possible. If it's not accurate to begin with it's not the end of the world. Plus I'm sure with some testing, any sort of realtime calculations to your potential PP could be cleaned up and made more accurate over time
Quanteck
+54 stars
AYhaz
Would that mean raw pps would be shown instead of the score ? That would be damn cool actually. +5 votes
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