limited offer: 0*100 1*miss airman, 99.88% in the middle for ~265pp
With 400 combo, more room for unknown sliderbreaks, chances to only miss at hard points of the map, etc etc. It is better giving at least some weighting towards combo.Kheldragar wrote:
New idea: If I miss once every 400 combo in a 1200 combo map, should I be rewarded the same as the guy who three missed at the end? It's the same amount of misses, after all.
Consider getting getting 4 100s randomly throughout a song. Now consider getting them all at once at the end. I believe they are the same in our current system.Kheldragar wrote:
New idea: If I miss once every 400 combo in a 1200 combo map, should I be rewarded the same as the guy who three missed at the end? It's the same amount of misses, after all.
They aren't, at least in terms of score.Keeby wrote:
Consider getting getting 4 100s randomly throughout a song. Now consider getting them all at once at the end. I believe they are the same in our current system.Kheldragar wrote:
New idea: If I miss once every 400 combo in a 1200 combo map, should I be rewarded the same as the guy who three missed at the end? It's the same amount of misses, after all.
But he's arguing in a PP context, not a score context.Endaris wrote:
They aren't, at least in terms of score.
Getting 5 100s at the end of a 1200x combo has pretty much the same effect for score as getting 20 100s during the first quarter of the map.
That's why you can have an extremely hard time to surpass some low-acc scores even with an accuracy that is like 5% higher.
In this sense, hitting 100s at different places may keep you from beating a score for more pp as well.
Aside from that, a 100 is on a completely different scale than a miss.
100 means you're slightly off in 1 dimension of gameplay.
Miss means you're completely off in at least 1 dimension of gameplay.
It's completely legitimate that the former doesn't get punished as much pp-wise compared to a miss as it still indicates that you're overall doing the right thing if you don't miss.
It doesn't look like it does.GhostFrog wrote:
pp calculations can't see where you got your 100s, 50s, and misses. A 100 is a 100 is a 100, whether it's from a circle, slider, or spinner
The pp system can't tell if the 50 you got was on a spinner or not, it assumes that all sliders and spinners are a 300 (and considers the 50 was in a circle).Ziassan wrote:
From the wiki. And I plead guilty for reading it 2/3 times never seeing it also spoke of spinners.
So spinner accuracy doesn't matter, and doesn't affect the combo, thus having a 50 or a 300 on a spinner has 0 effect on PP ? Apparently.
With how pp considers accuracy, a slider can't increase the pp accuracy of a play, only keep it or lower it.Kheldragar wrote:
So wait, even though the accuracy in a slider doesn't count towards the pp calculation, it still makes my acc for the map go up? But if you get a 100 on it it will?
Well I was just explaining why it was not giving you PP.adratel wrote:
It would be boring to play maps that are easy enough to FC
Or one has to retry again and again to FC it.
They said that this ranking system would be better for casual players.
I don't see casual players going for FC more than full time players, so it looks like they missed that point to me
You mean you actually have to put in hard work and effort to gain pp? Who would've thought.adratel wrote:
It would be boring to play maps that are easy enough to FC
Or one has to retry again and again to FC it.
They said that this ranking system would be better for casual players.
I don't see casual players going for FC more than full time players, so it looks like they missed that point to me
There's hard work, and then there's just dumb hard work. You can try all you want to pass some 6 star map, but you're still going to perform shit at it. That's why they're called performance points, because they track how well you can PERFORM playing a map.adratel wrote:
@ Kheldragar Playing difficult maps is what I see as hard work, and I don't gain pp from it.
@ Ziassan yeah it doesn't doesn't matter alot. I'll just keep enjoying the game to my desire.
In general, if you're fast enough to read a map at a certain AR, it's going to be easier for you at that AR than at any lower AR, but it's still a skill to be able to read that fast in the first place. I really don't have much sense of how difficult different approach rates are at that end of the spectrum though.jesus1412 wrote:
10.3 shouldn't be rewarded because the general consensus it's actually easier for a lot of high tier maps. AR above 10.3 is already rewarded.
The bonus was making high level dt overweighted so it was removed. If a new player finds high AR super hard then they're not gonna be fcing high ar maps anyway so a high AR buff won't even effect them.ShadyAngel wrote:
I know there are a lot of quick players right now , but more often than not , when you are first starting out higher AR will be harder.
At that point when you can read high AR well then you've obviously become a better player.
Before that you used to play maps that are lower AR , even though there are really difficult maps with low AR by now.
But it doesn't work like this:
newer player=lower AR
experienced player=high AR
I dont think its possible to compare low and high approach rate ,depends on what maps do you usually play and got used to.
A lesser skilled player can't play an easy map if its high AR (if there are such maps), and a better player can't play a hard(>insane) map if its low AR?
As mentioned before being able to read high AR is a skill in and of itself. However when you started it didnt take that much effort to just click the circles when you had a whole year for it.
So:
Beatmaps: #=difficulty involving everything in general.
#---->##----->####--------->######################--------->WWW
Thats pretty linear.
But AR does not work like this.
Im just saying that harder maps tend to have high AR as well, and it incrases as you play harder and harder maps.
If you just play low AR all the time then thats going to be easier even if thats a rarity.
Good players tend to not take notice of the fact that it is actually quite challenging to read high AR to newer players like myself.
Honnestly reading low AR on hard/insane maps is also a skill.ShadyAngel wrote:
As mentioned before being able to read high AR is a skill in and of itself.
If you meant more PP-giving low AR maps, I agree with you. With the way things are now, pulling off a ~120PP play with AR8 nomod is more difficult than 120PP from AR9 nomod. Getting 140+PP from nomod AR8 is so difficult it almost feels impossible. (Maybe someday when I'm good I can 99% Poinsettia)Ziassan wrote:
I wish their was more low ar insane maps.
You'd need to completely rebalance how the system works with OD to make EZ a viable PP gaining option even remotely possible.[ Momiji ] wrote:
i swear if low AR actually gets rewarded, even if ar8 will be just balanced, easy mod will be the ultimate pp farm
cs2
i have taken it into accountMahoganytooth wrote:
You'd need to completely rebalance how the system works with OD to make EZ a viable PP gaining option even remotely possible.[ Momiji ] wrote:
i swear if low AR actually gets rewarded, even if ar8 will be just balanced, easy mod will be the ultimate pp farm
cs2
Completely agreed with this coment. Reading AR9 or superior is rewarding by itself just because it allows you play most of [Extras] and +5 stars maps... and I don't like the idea that this bonus raises precisely these maps that already have harder patterns difficulty just because being higher AR by itself. Appart that AR is a really polemic fact because a map can be easier if played on AR8 but harder at AR10 meanwhile the opposite can happen ... high AR (below AR+10.33) can make the same easier or harder depending each individual player and I don't find just that players with only higher AR reading that can't read well AR9 or lower at all get more rewarded from AR than players that can read AR9 and AR10's alike.Multtari wrote:
Patterns in lower AR might mess you up anyways even if you can read them since there are so many notes in screen at once. Which is why there is bonus for being able to read those notes in addition to being able to read that lower AR.
Higher AR lowers the amount of note density so why it should be rewarded? For being able to react faster in a rhythm game? Learning to play AR10.3 in general gives you so many maps more to play that there is no need for bonus. Just like there isn't any bonus when you move from AR7 -> AR8 -> AR9.
It takes a lot of practice to read high AR / low AR in the first place so I don't see why it wouldn't give any reward, already that "reading a map" doesn't give anything at first... So yes... obviously, EZ should have a PP boost, or in any case, the AR has to be considered in my opinion.DroidBass wrote:
Completely agreed with this coment. Reading AR9 or superior is rewarding by itself just because it allows you play most of [Extras] and +5 stars maps... and I don't like the idea that this bonus raises precisely these maps that already have harder patterns difficulty just because being higher AR by itself. Appart that AR is a really polemic fact because a map can be easier if played on AR8 but harder at AR10 meanwhile the opposite can happen ... high AR (below AR+10.33) can make the same easier or harder depending each individual player and I don't find just that players with only higher AR reading that can't read well AR9 or lower at all get more rewarded from AR than players that can read AR9 and AR10's alike.
Changing topic, EZ is not a really balanced mod at all but it's viable ranking with it (if you can). If you look at millhioreF you can look that EZ is really fine on this algorythm, 98% of EZ is equivalent to 91% FC at no mod (on OD7 vs OD3.5) thing that I find really fair. It can't be considered farming because the really effective EZ players are really strange exceptions and players with atleast 1 EZ rank are less than 250's in total. The only thing I don't like at EZ's pp distribution is how bad accuracy scales because of the really low OD, it's more likely "FC is enough and worth, I don't need at all raising accuracy". And I would say EZ should NOT have a pp boost from reading difficulty because that could make it somehow overrated and if AR is no longer considered EZ should been beneficiated from this.
Ar8 would give a pp bonus for reading just like od7 does for acc.Gigo wrote:
In my opinion, AR8 should also be included in this bonus. The standards nowadays are AR9 and AR10, anything below or over that is hard for people to read. Yes, it depends on the map (more precisely, on object density), but in most cases AR8 is quite difficult.
But reading is the whole reason EZ mod is difficult and should be worth moreblahpy wrote:
assuming you can read.....
As they find how to separate again Aim and speed then maps like Tsunamaru - Daidai Genome will get massively nerfed on DT because there is not much speed at doing single taps and triplets of 210 bpm at all (not even a single stream). That one is really overrated and very wanted just because the pp it can give... at being overrated from both star system and being OD9.67 q-q[ Momiji ] wrote:
congratulations, now your 60pp easy plays can become 66pp plays
the 'it's still not worth it' and 'there's more to it' effects could be nullified by separating aim, speed and acc, and creating a separate category for reading.
Any pp from skillet hero [Fate] is totally worth, such a beast DT rank man, nice one. The mix of anoying long sliders and circles or sliders between them makes it considerably harder than most DT's of that value, it's even better than my #1 of 252 pp. Also both cases of DT are fairly good DT ranks.Kheldragar wrote:
If I learned hd and 2x100'd my top play, that'd be 304pp. Od 9.67 too strong.
I thought the exact opposite; I found sentimental love + DT, seven doors nomod, up all night HR, Miiro [extra] &c. much harder than hero. I don't think the sliders are annoying, they make it easier for me to maintain whatever acc I could as opposed to having all cirlces. Don't most people alternate sliders?DroidBass wrote:
Any pp from skillet hero [Fate] is totally worth, such a beast DT rank man, nice one. The mix of anoying long sliders and circles or sliders between them makes it considerably harder than most DT's of that value, it's even better than my #1 of 252 pp. Also both cases of DT are fairly good DT ranks.Kheldragar wrote:
If I learned hd and 2x100'd my top play, that'd be 304pp. Od 9.67 too strong.
I know, but the bonus should be more and it should include ar8. Low AR will never be the meta or farmable but giving it a small boost would be nice. It might encourage people to play the thousands of AR8 maps there are.Tom94 wrote:
AR below 8 already does give a bonus. An increased one if hidden is being used. Since forever.
This.Gigo wrote:
In my opinion, AR8 should also be included in this bonus. The standards nowadays are AR9 and AR10, anything below or over that is hard for people to read. Yes, it depends on the map (more precisely, on object density), but in most cases AR8 is quite difficult.
Tess wrote:
So when are long HR maps gonna be weighted fairly? I have a 97% FC on Let This Go with HDHR which is a >2400 combo map worth 174pp, while Jamaican Love DT at 98.92% (which is like a minute long and the only "difficult" part is a single stream, the rest is just a bunch of triples and sliders) is worth 227pp. That seems like a pretty big gap to me, especially since Jamaican Love was a 2 try map that was absurdly easy (I didn't even think I'd get pp for it and it turned out to be my #5 play) while on Let This Go I'm ranked #16 global, which says for itself that it's not that easy to get a decent HDHR score on. It's just one of many examples where long HR maps are weighted kinda meh while short DT maps with one or maybe two spaced streams are weighted ridiculously high. Isn't there a way to bring some balance to this?
The problem with HR / HD HR is that 95% values are shit if the map isn't a really crazy map meanwhile SS is ridicully high valued. The problem with ANY high OD map is the absurd distribution of pp meant in high accuracy. JUST see a map named Skrillex & The Doors - Breakn' a Sweat (Original Mix) that on 95% accuracy DT values less than 160 pp but as SS values ABSURD 280 pp ... YESSSSSS it's the same map!! Just so many circles and OD9.67.Tess wrote:
So when are long HR maps gonna be weighted fairly? I have a 97% FC on Let This Go with HDHR which is a >2400 combo map worth 174pp, while Jamaican Love DT at 98.92% (which is like a minute long and the only "difficult" part is a single stream, the rest is just a bunch of triples and sliders) is worth 227pp. That seems like a pretty big gap to me, especially since Jamaican Love was a 2 try map that was absurdly easy (I didn't even think I'd get pp for it and it turned out to be my #5 play) while on Let This Go I'm ranked #16 global, which says for itself that it's not that easy to get a decent HDHR score on. It's just one of many examples where long HR maps are weighted kinda meh while short DT maps with one or maybe two spaced streams are weighted ridiculously high. Isn't there a way to bring some balance to this?
Considering your accuracy can hit 99% with hardrock... Cause for the same map with the same FC if you end up with 94% you might get nothing. So for a top player who is pretty constant it might sounds right but for an average player... The FC was already something by itself I think... But in any case it would probably give nothingXilver wrote:
I disagree, long HR maps are weighted a bit too much for high accuracy lol
I said "unfairly little" and I was mostly talking about people who don't get 99% accuracy. If you can get for example 97% on a map with OD10, you would get more pp from the exact same play if the map had been OD9. In fact, your pp would keep increasing for the same exact play as you lowered the OD until you reached an OD at which you could SS the map, at which point your pp for the play would start decreasing.Kheldragar wrote:
I wouldn't say unfair; od10 is hard to acc and having 99%+ with that should be well reqarded, no? If you can't acc then too bad?
I find AR10.3 much harder (impossible) than AR4 but there is no bonus for reading AR10.3, so I don't see why Easy should give any any more than the small bonus it already gives...Mahoganytooth wrote:
But reading is the whole reason EZ mod is difficult and should be worth moreblahpy wrote:
assuming you can read.....
start talking in object density instead of approach rate. playing EZ on extra maps is not comparable to normal diffs.B1rd wrote:
You think Hvick could do Hoshizora DT if it were AR4? I don't think so. AR4 is harder than AR10.3.
Of course it's object density that is what's difficult, but it would be a lot simpler to implement a buff based on AR instead of object density, and it would pretty much have the same effect. Any serious player would move past the difficulties where there is a very low AR that gives an appropriate object density very quickly.-GN wrote:
start talking in object density instead of approach rate. playing EZ on extra maps is not comparable to normal diffs.
Bring back tom pointsjesus1412 wrote:
Can we separate aim/speed/acc yet? Fuq yo servers.
Delete puu.sh completely and put it to better use. Hard drives can compute pp right?Kheldragar wrote:
Bring back tom pointsjesus1412 wrote:
Can we separate aim/speed/acc yet? Fuq yo servers.
That is why AR shouldn't be considered at all in pp. AR bonus should been only considered from +AR10.33 with notably high spaced patterns and consdering it for low AR HD plays. I can comment you that as +OD8 nomod player and asB1rd wrote:
You think Hvick could do Hoshizora DT if it were AR4? I don't think so. AR4 is harder than AR10.3.
I'd rather say it should be based on the practice time it requires (estimated) insead but the main idea is here yes.Riince wrote:
AR should be considered because in all forms i believe the pp system should reward based on how many people can actually play a certain way effectively. there arent many people who can fc 7+ star maps so those plays should be worth 400+ pp, there aren't many people who can do AR4 extras so in the same manner, it should be worth a lot
Some server performance issues got solved in the recent past, today I optimized the pp calculator accordingly to make use of all the extra power (it's like 10x faster now) and I don't see any reason to not split pp into categories again. It'll require some implementation effort, but obstacles are disappearing one by one.jesus1412 wrote:
Can we separate aim/speed/acc yet? Fuq yo servers.
i love you tomTom94 wrote:
Some server performance issues got solved in the recent past, today I optimized the pp calculator accordingly to make use of all the extra power (it's like 10x faster now) and I don't see any reason to not split pp into categories again. It'll require some implementation effort, but obstacles are disappearing one by one.
Can't promise it to happen with the current website, but I do want to get it into the new website for sure.
it really is. it's also easier to acc dt because it's faster.DroidBass wrote:
OD10 is not THAT different to OD9.67
You may have a point. I only agree if you can't change the AR while playing hardrock. It would make no sense.haha5957 wrote:
AR is more like preferance imo, especially these days. All people suggest different ARs on same map from 9.0 to even 10.0.(yes I am mapping something 6☆+ though). I'm still the most comfortable with AR9, while others actually say 9.5~10.0 is actually comfortable even on same map.
idk, I honestly think AR should be adjustable and never effect pp at this level. there was a moment where people couldn't AR10 but cookiezi-level players, but nowdays.. Idk, there are people who adds HR just because they can't read 8.0, or even 9.0, and they are more comfortable with higher ARs(Just like how i do best on AR 8.0~9.3, while i can still play bit of 6~7, 9.4~s. their best is AR 9.5 and it starts from there I guess.)
sucks for them because they have to HR or DT most of old-days maps(AR9.0), or even other maps with AR9.0s.
and yeah sucks for those you can't AR9.1+ no matter how good they play.
My examples are slightly exaggerated but it does happen, though.
currently yes AR11 is known to be very hard, but what I do wanna say that AR10 was the same way few years ago. well. AR10 these days? some people actually "prefer" those.
this is what ppv1 tried to do. and it proved to be a horrible approach.Mahoganytooth wrote:
Reward what fewer people can play and penalize what more people can play
If you are #1, then that means you're rewarded for what no one else has done.Mahoganytooth wrote:
I thought PPV1 just rewarded you based on global score rankings on the songs you played so the best way to get ranks was to 4mod SS easys and normals and spin fast.
You literally just span faster than anyone elseKheldragar wrote:
If you are #1, then that means you're rewarded for what no one else has done.Mahoganytooth wrote:
I thought PPV1 just rewarded you based on global score rankings on the songs you played so the best way to get ranks was to 4mod SS easys and normals and spin fast.
That's a poor approach to anything but entirely separate to what we're discussingsilmarilen wrote:
maps where you beat high ranked players or maps which had a lot of scores were worth more if you set a high rank.