very true it would seempielak wrote:
I think you overdid it Tom. This seems like it's worth too much https://osu.ppy.sh/b/335628?m=0
Hidden still overated, flashlight still underated
very true it would seempielak wrote:
I think you overdid it Tom. This seems like it's worth too much https://osu.ppy.sh/b/335628?m=0
Hidden still overated, flashlight still underated
It doesn't work unless everyone's refreshed already.Riince wrote:
play a map you havent played to easily set a new score and refresh your rank
personally i play a tv size [Easy] with nofail doubletime and wave my cursor around for 50 seconds and bam update
ayy lmaooTess wrote:
Whoever says that flashlight is easy if you know the map should shoot themselves.pielak wrote:
Hidden still overrated, >>>flashlight still underrated<<<
It's the hardest mod in the game and deserves to be treated as such.
No, it doesn't scale to it.. Resolution and Circle Size don't actually relate to each other.Drezi wrote:
As far as I know the whole map is scaled up so that CS becomes the same, and the distances get bigger. It's pretty fair imo, since you can do this on your own anyway - you can play with bigger hitcircles but bigger distances too by increasing your osu resolution.
You're just not used to cs5. Every map that comes out these days are either cs4 or cs5. You're so accustomed to it that anything 5 or higher is small to you. After I learned to play cs6.5 I think the star rating is actually balanced. The difficulty is mostly from just keeping a full combo on a long map with small circles..Priti wrote:
.
I agree with Zare, I made a few CS5 jump maps and their star rating is absurdly low compared to the actual difficulty due to the circle size being underrated.
Yes they do relate as long as you are not playing fullscreen and thus re-scaling resolutions which do not match your monitor back up.Priti wrote:
No, it doesn't scale to it.. Resolution and Circle Size don't actually relate to each other.Drezi wrote:
As far as I know the whole map is scaled up so that CS becomes the same, and the distances get bigger. It's pretty fair imo, since you can do this on your own anyway - you can play with bigger hitcircles but bigger distances too by increasing your osu resolution.
I agree with Zare, I made a few CS5 jump maps and their star rating is absurdly low compared to the actual difficulty due to the circle size being underrated.
shakiness is almost completely irrelevant for mouse players though. once they snap their cursor goes dead still.pooptartsonas wrote:
And the reason people try to play with larger areas is just that; the larger the area, the less of an impact shakiness has. Thus, I think on the higher end (cs6/7+) the circle size really tends to get underrated.
fair point though, this should definitely be considered. even low acc fcs of that are giving well above 300 pp just wowpooptartsonas wrote:
However, it causes problems in the extreme case (~2500+ combo). The scaling on long maps continues to increase, meaning that a player can gain a significant amount of pp from a map that they will practically never miss on, given that it is long enough. This is clearly seen in the world's end map that pielak referenced earlier. The pp awarded is pretty clearly too high. With that said, I think the changes worked wonders for anything in the 1000-1500 combo range. The bonus for map length simply needs to begin to taper off around 2k combo, and I think the algorithm will be in an excellent spot in terms of accounting for map length.
Eh, mouse players have other things to worry about than nervousness.Riince wrote:
shakiness is almost completely irrelevant for mouse players though. once they snap their cursor goes dead still.
i say almost because obviously shaking can have some effect on the snap itself but a hovering tablet player will almost always shake either way, a mouse player depends on nervousness.
Da Nu Nuttah isn't hard, I find lagomorphic's jumps harderRiince wrote:
lagomorph worth same pp as da nu nuttah lol
OD too stronk
even with the same accuracy, those DT scores would give more pp than the Nomod scores, which is just stupidCalignoBot wrote:
Your accuracy being lower in the non-DT scores doesn't exactly help anything.
You'd be surprised how much adding 1% to your score when your accuracy is that high can do to your pp.
You're undervaluing accuracy/overvaluing the difficulty of these maps imoZare wrote:
even with the same accuracy, those DT scores would give more pp than the Nomod scores, which is just stupidCalignoBot wrote:
Your accuracy being lower in the non-DT scores doesn't exactly help anything.
You'd be surprised how much adding 1% to your score when your accuracy is that high can do to your pp.
well i find da nu nuttah harder and thats just my opinionGoldenWolf wrote:
Da Nu Nuttah isn't hard, I find lagomorphic's jumps harderRiince wrote:
lagomorph worth same pp as da nu nuttah lol
OD too stronk
The point of buffing it would be exactly that. Making it worth it to play FL, because right now it is /heavily/ underrated. For a mod where you can not possibly get a sightread FC/SS without cheating, the fact that it isn't the most rewarding mod is ridiculous.-GN wrote:
Who plays FL for pp anyway? It's so ball-bustingly hard to pull off anything above 250pp that it's not worth it in any case. FL is played for interesting scores, not to get points for it, since anyone who wanted the latter would find more effective ways to get it than playing a single map 200 times to get some high rank.
It could probably use a small buff, just to make the FL scores stand even taller compared to HD/nomod plays, but other than that I don't get the point, honestly.
You're underestimating how hard it is to get a 2K+ combo. And, for that matter, anyone saying that World's End is overrated is /completely/ ignoring the ridiculously long spaced streams, the constant jumps that can sometimes get pretty damn big and the fact that it's a 6 minute+ beatmap. It is not overrated at all.pooptartsonas wrote:
However, it causes problems in the extreme case (~2500+ combo). The scaling on long maps continues to increase, meaning that a player can gain a significant amount of pp from a map that they will practically never miss on, given that it is long enough. This is clearly seen in the world's end map that pielak referenced earlier. The pp awarded is pretty clearly too high. With that said, I think the changes worked wonders for anything in the 1000-1500 combo range. The bonus for map length simply needs to begin to taper off around 2k combo, and I think the algorithm will be in an excellent spot in terms of accounting for map length.
this is still not a play-style that should be promoted. it isn't fun or interesting, and because it doesn't make the song harder in any technical aspect it provides a negligible pp bonus like hidden and that's how it should be. there's a difference between a maps difficulty and how hard it is to achieve the score, the second one isn't used in pp calculations.Tess wrote:
The point of buffing it would be exactly that. Making it worth it to play FL, because right now it is /heavily/ underrated. For a mod where you can not possibly get a sightread FC/SS without cheating, the fact that it isn't the most rewarding mod is ridiculous.
and you're underestimating the significance of 350+ PP. that's probably one of the easiest score Rucker has achieved on his top 10 yet it gives more pp than almost all of them.Tess wrote:
You're underestimating how hard it is to get a 2K+ combo. And, for that matter, anyone saying that World's End is overrated is /completely/ ignoring the ridiculously long spaced streams, the constant jumps that can sometimes get pretty damn big and the fact that it's a 6 minute+ beatmap. It is not overrated at all.
This is a really stupid thing to say, though. First of all, whether it's fun or interesting or not depends largely on the player. A lot of things that I find fun other players find unnecessarily hard or tedious, and vice versa. That doesn't change the fact that those maps deserve to be rewarded. Also, it does make the map harder because it makes it harder to read. That a map isn't faster or the map's settings don't change doesn't mean that it's not harder when you make 90% of it fucking invisible. Lastly, this line is particularly dumbRiince wrote:
this is still not a play-style that should be promoted. it isn't fun or interesting, and because it doesn't make the song harder in any technical aspect it provides a negligible pp bonus like hidden and that's how it should be. there's a difference between a maps difficulty and how hard it is to achieve the score, the second one isn't used in pp calculations.
I think you're confusing subjective difficulty with objective difficulty. Yes, if you happen to have trouble with squares, nailing a square jump in an easy map won't give you any pp, despite that score being difficult to achieve for you. But FL is difficult for everyone. Just like DT/HR aren't mods that just anyone can perform well with. So the difficulty in FL should give a significant pp bonus, especially since most players can't even play with it. People only hate FL because they suck at it, because it is hard.Riince wrote:
there's a difference between a maps difficulty and how hard it is to achieve the score
This doesn't nullify my statement, though. I said you're underestimating how hard the map is and you say you're not, but don't really give any reasonable explanation as to why. "It's the easiest score Rucker achieved on his top 10" - but what makes it easier? What about this map is easier than the others he played that gave him equal or less pp? Unless you actually answer that you're not really saying anything at all.Riince wrote:
and you're underestimating the significance of 350+ PP. that's probably one of the easiest score Rucker has achieved on his top 10 yet it gives more pp than almost all of them.
more or less what i meant by "not a play-style that should be promoted", thank you for saying thisDrezi wrote:
You see getting good FL scores requires specific practice on the given map, while learning the other mods gives you the ability to play them on any map, so it would be bad for everyone if getting high ranks would require you to practice individual maps with FL, instead of focusing on improving your general skillset.
From the wiki-Soba- wrote:
I feel like the difference between OD7, OD8, and OD9 for accuracy pp is too large. There's basically no difference between OD7 and OD8, and OD9 isn't that much harder. I don't think high OD's should be worth any more, but I think the lower OD's shouldn't be worth so much less.
even if the windows for getting 300 is smaller, most people are already clicking well within the OD8 window in OD7 anyway is the point I was making. I don't think OD8 maps should give so much more pp for free just because they're OD8.Tess wrote:
From the wiki-Soba- wrote:
I feel like the difference between OD7, OD8, and OD9 for accuracy pp is too large. There's basically no difference between OD7 and OD8, and OD9 isn't that much harder. I don't think high OD's should be worth any more, but I think the lower OD's shouldn't be worth so much less.
I disagree.