OD does affect how hard a map is to FC. a 50 on od8 could be a miss on od9, etc.
This is how I started feeling after GhostFrog made his point about the OD. I do wish that there was a way to name star rating that indicated its meaning better. Also, I do think that AR should be counted into star rating, but in reverse. AR9+ doesn't affect the rating, and the lower the AR gets, the higher the rating gets, though it shouldn't be too large a number (Like, if AR9 were 5 stars, AR4 on the same map would be 5.15 stars or something). Higher AR means that you need more focus to read the map consistently and thus makes it harder to FC.silmarilen wrote:
including ar and od in star rating is a bad idea imo.
star rating is supposed to indicate how hard a map is to fc, not how much pp it gives. od is completely unrelated to how hard it is to fc, and ar is only a mental thing. map length should be included tho, because it makes the map harder to fc.
if you start including od into star rating you can get a super easy map with od9 having the same star rating as a super hard map with od6 (say https://osu.ppy.sh/s/89810 and https://osu.ppy.sh/s/39368) while the second one is way way more difficult to fc.
this would totally screw with how high star rating you can play.
a 50 is a less common type of accuracy mistake and usually a result of an aiming mistake rather than a rhythm error, so having less room to work with in that regard DOES make it harder to FC. may as well take star rating out entirely if its just going to assume you can combo everything.silmarilen wrote:
if you miss because of hitting too early/late then you first need to learn accuracy before you complain about a map being hard to fc. star rating assumes you can acc.
The reason this happens is because the PP system is not the same as the official score system.haha5957 wrote:
FYI, both of those were yielding 113 pp for me when i had lower accuracy and lower combo. this might not be bug since i have more x and more 50 but still, if it is less performed, the scores shouldn't have been replaced.
Because it's not that easy. For a fix like this to happen, Tom and peppy would have to work hand in hand to restructure the way scores are saved. Example, what happens if Tom changes the PP formula, and suddenly the scores you had before are now worth more? It's a complicated issue, which would require saving more than 1 score for each player on all maps.haha5957 wrote:
but this is relatively easy fix and i have no idea why this isnt getting fixed..
GhostFrog wrote:
How difficult a map is rhythmically isn't taken into consideration at all right now. Doubles are treated the same as any other notes and contribute to the strain values in the same way any other notes would based on their position and timing.
It really is much harder to acc a map with mixed doubles singles triplets etc, than a full 1/2 map like Setting Sail, Pony maps and some others, it's no wonder everyone around my rank has those in their top ranks - they are easy to acc, and rewarded just as high as maps with harder rhythmic patterns. It's part of the reason why DT feels more rewarding - easier maps sped up are usually simpler rhythm wise aswell, thus easier to tap into their potential acc pp.Full Tablet wrote:
Something like the algorithm here in tom94's ask.fm could be used http://pastebin.com/cFGUJdGaDrezi wrote:
That's a shame, when it comes to rhythm the less repetitive it is, the harder.
I mean it's like anyone can hit a constant beat on a drum, but even a repeating pattern is harder to pull off..
It is for taiko, but could be used for standard too if the only variable of the objects is the time between hits, with only one color present, considering both circles and slider starts as the same kind of object. Sliders might be considered a little different (probably making sliders of a certain duration have a "partial" match with circles or sliders of different duration if both share the same time between key presses, where the partial match reduces the rhythm complexity strain less than a full match).
Using a weighting of the strains of 0.9975 (So the maximum value is 400):
"Rhythm Complexity"
xi - FREEDOM DiVE [FOUR DIMENSIONS]: 348.488
https://osu.ppy.sh/b/297463&m=0 351.973
https://osu.ppy.sh/b/312959&m=1 324.277
https://osu.ppy.sh/b/443272&m=0 271.207
https://osu.ppy.sh/b/323875&m=0 256.527
https://osu.ppy.sh/b/152078&m=1 369.495
https://osu.ppy.sh/b/58063&m=0 328.276
mcdoomfrag wrote:
The reason this happens is because the PP system is not the same as the official score system.haha5957 wrote:
FYI, both of those were yielding 113 pp for me when i had lower accuracy and lower combo. this might not be bug since i have more x and more 50 but still, if it is less performed, the scores shouldn't have been replaced.Because it's not that easy. For a fix like this to happen, Tom and peppy would have to work hand in hand to restructure the way scores are saved. Example, what happens if Tom changes the PP formula, and suddenly the scores you had before are now worth more? It's a complicated issue, which would require saving more than 1 score for each player on all maps.haha5957 wrote:
but this is relatively easy fix and i have no idea why this isnt getting fixed..
The reason the first issue hasn't been solved yet is because plain logic doesn't always apply to programming challenges. It might seem like a trivial task on paper, but there might be several issues stopping them from fixing it easily. You can be sure that if it was all that simple Tom would have already fixed it that way (storing two performances, both highest score and highest pp, or the highest pp one only).haha5957 wrote:
1) Best scores not being the best performance achieved IS a problem, and it's coming from using old score system to determine the best score. This makes no sense and obviously decreases the true meaning of pp rank system that tries to measure true stkill and not very-combo centered, but fortunatly is extremely easy fix.
2) Now, the star diff being little off from what it really feels like, especially with high SV maps and complex rhythm maps, comes from different issue, most likely being pp not taking rhythm complexity and slider paths(I guess).
You were looking at your taiko stats.PepsiCat wrote:
why did my pp just disappeared i don't get it and my rank got up of no reason. the thing is like when i checked at osu.ppy.sh its i have 2pp but when i start osu! it says i have 215pp. Can someone please explain why this happend.
t/181850MisakaCandy wrote:
Can someone explain to me how the PP system work.
That play seems to be pretty average for someone in your rank. If that map had higher OD and you had that same accuracy percentage or higher, then you would have got more pp (most easy DT maps that have a star rating similar to that map are OD7, so they have timing windows similar to OD9 no-mod).MisakaCandy wrote:
Can someone explain to me how the PP system work. like i did this song http://puu.sh/ctlUn/00c27abbfe.jpg and i didn't get any PP and the song didn't even get in my top ranks as it should have because its a 4.8 stars song. am i missing out on someting important here or. i'm a bit confused ATM
MisakaCandy wrote:
Can someone explain to me how the PP system work. like i did this song http://puu.sh/ctlUn/00c27abbfe.jpg and i didn't get any PP and the song didn't even get in my top ranks as it should have because its a 4.8 stars song. am i missing out on someting important here or. i'm a bit confused ATM
Got unranked.Fantyful wrote:
"Got unranked"? 0_o
Thanks for the quick reply, but still 120 less combo in a 460 combo map is really significant. Well anyways guess I have to get my accuracy up.GhostFrog wrote:
Well, there are competing forces at work here...
-Your aim and speed pp for a map get multiplied by (your combo/max combo)^.8. In this case, that meant you got just about 80% of the aim and speed pp for your 345 combo play.
-Accuracy pp increases faster the closer you get to 100%. When you're around 99%, this can be a big deal. Notice that 98.85 is nearly twice the accuracy loss (well, one and two thirds times) as 99.31%.
In this case, with the map being 3.57stars and effectively OD8.33 with DT, the accuracy component of the pp is pretty noticeable. Apparently enough so that losing 20% of your aim and speed pp wasn't enough to compensate for the acc loss. So I guess the short answer is "yes, accuracy is in fact represented that much in pp (in this case, at least)." It's also worth noting that if you'd gotten a miss instead of a slider break it would have multiplied your aim and speed pp by .97, which still wouldn't have made your 345 combo play worth less, though the increased acc loss from a miss vs a 100 might have done it.
I would say this thread desperately needs an FAQ section to handle questions like this, but most people just post new threads instead of checking this one so I guess that wouldn't be so useful...
Yeah, I posted this same idea once because I had a 1 miss unlimitation play that wasn't in my top performance, whereas if I didn't miss it would have been my top play. It's because the pp system is meant to somewhat reflect on the scoring system, so getting low max combo penalises the pp of a score heavily.Ace3DF wrote:
I don't get how (for example) a song with 1000 objects; 990x combo (slider brake) with 40 100s (no misses or 50s) score would get (for example) 200pp while 2 500x combos (slider brake midway) with only 2 100x and no misses/50s get you 150pp.
mad
Honestly I agree. The idea that you can not only objectively measure, but also quantize and compare each player's total amount of skill against one another is... Well, ineffective and inefficient.Tear wrote:
There's one very simple change that would makes all modes of osu fun, addictive and still rewarding:
Disable pp weighting.
Let it accumulate as you play. Even if you didn't do your best, you still get a few points. Unlike score, pp goes up exponentially so lowdiff farming would be severely reduced.
"But I can just play all the easies in the game for #1!" And pros can play all the insanes for #1, what's your point?
Any attempt to make an objective skill rating is doomed to fail, so why not make the game fun instead? Note that pp without weighting is identical to DJ Points in LR2 and IIDX. Also note that my solution does not render Tom's work obsolete at all, pp as a measure of a score's worth is still used to reward skill and make you go up faster than playing easier stuff.
Yes, so what if we can't achieve a perfect system? We can get a good system that somewhat accurately determines the skill level of players. It works quite well at the moment, anyways. I wouldn't call the current system a failure.Tear wrote:
Any attempt to make an objective skill rating is doomed to fail
News flash, you can play the game however you want and choose to not pay attention to pp! Not to mention that there is ALREADY a ranked score ladder that some players actually try and rank on, like shaneoyo. https://osu.ppy.sh/p/playerrankingTear wrote:
why not make the game fun instead?
I don't get this point like the quote above. You are under absolutely no obligation to care about your pp rank or try to earn ranks. If you choose to do that, that's your decision. The only "stress" here is stress created by yourself by caring about progressing. You can choose to "progress" by other means like ranked score if you want. Forcing other people to follow this by making it the main ranking system doesn't seem valid.Tess wrote:
This game is rapidly losing its fun factor due to it being too stressful to actually make any kind of progress.
I'm not entirely sure what you mean here. A game being based on how well you perform is the case for a lot of games. League, cs:go, sc2. dota, your boxing analogy, w/e. It's how well you can consistently perform, correct? I hope I understand what you're saying right. The thing is, how on earth does a ranking system based off how many scores you have support this idea of how well you can consistently perform? It doesn't any more than the current ppv2 system. It just means you play more and set more scores.Tess wrote:
Osu is still a game and games reward you for your performances, NOT for your skill.
This is not a problem with the concept of the system, this is a problem with how the current system functions. It's still being improved.Tess wrote:
So, really, what kind of "skill" ranking is it when your skill is measured by very specific maps (in particular ones with long spaced streams or with jump spam - regardless of how hard these actually are to play)?
this basically means going back to score ranking and goes against the whole idea of ppTess wrote:
text