AR below 8 already does give a bonus. An increased one if hidden is being used. Since forever. 

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.
There are a lot of potential issues with freely adjustable AR. The biggest one would be the effect on the leaderboards. As a player who enjoys older maps (including yours), I think a lot of the people who put in the time to become good at old maps would feel kind of cheated because people would suddenly be able to come in and play the same map with way less note density due to the higher AR and potentially make the top50.haha5957 wrote:
bit different story, but again, about AR, unlike when AR10s where regarded as super hards they became more like "preferance" these days. Some of my friends say my map sucks because it has AR8 or AR7(which was major trend back in time). I also wanna change the frikkin AR to 9 but meh not possible. old maps are getting some complains just because of AR(which doesn't really mean anything) and also doesn't make sense.
now talking about AR10.3 or 11, yes they are really hard but some people are already getting used to AR10.3 and maybe AR11 eventually. I mean, just make it adjustable and reward same pp. why not? most of ~2012 maps are getting discriminated just because of low OD or low AR. Some gets advantage just because of that OD9. Does it even make sense? You are playing the same map.
However that's not the reason why ppv1 was bad. It just had a lot of arbitrary parameters all over the place. A decent map ranking based pp system is definitely possible and shouldn't be rejected because of one failed attempt.silmarilen wrote:
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
I'm absolutely right with all this that I have quoted, but not with the rest. Adjusting settings as player's choice would ruin what osu was meant from 2007 to now. If you can't read or tap properly sincerelly you have no reasson to be on that ranking. There are standarized DT, HR and HT mods to fix some disbalanced maps and give aditional oportunities to more people to rank these maps even if they can't read or tap the original map. You can combine 2 of these 3 mods to obtain more possible oportunities and if you can't still rank this with these mods or combinations of these then the map is not meant for you.haha5957 wrote:
reason why DT is bit overrated is well described in barusamiko's post.
Due to DT diffs are also re-calculated by some formula, 5star nomod is farely equal to DT 5star (difficluty of pattern-wise.)
Now yes OD 8 is definitely harder than OD7, but if you are well skilled enough, honestly OD8 or below pretty much feels the same. OD9 is slightly more challenging, but not even that with appropriate AR(9.5+). maybe OD10? yes probably, but maybe not a huge deal looking at those high scores with DT or HR.
I do think OD is bit overratted at the moment, especially OD 8~9s because they don't feel too different from lower ARs but they get rewarded hecktons with high accuracy. I still think ODs should be rewarded correctly but any OD lower than 8 honestly doesnt mean too much and there aren't much of OD9 or higher maps, and they are somehow popular as a "good pp rewarding map"(detetori- emotional skyscraper, wind god girl. they have OD9 and isn't too hard but rewarded heckton.) I don't think this is right. getting played more and gets more attention just because they have high OD? god, I wanna go change all my maps to OD9 so they can be pp-awarding and maybe they will get more attention.
I was kind of guy who plays map that I like, but when it comes to pp farming i have to type OD>7.5 on my search bar just because it's so much easier to farm pp with OD8, OD9 maps. Now if OD becomes adjustable or OD10, or maybe even OD11 mod comes out yes I think I'll start playing all the various maps again.
bit different story, but again, about AR, unlike when AR10s where regarded as super hards they became more like "preferance" these days. Some of my friends say my map sucks because it has AR8 or AR7(which was major trend back in time). I also wanna change the frikkin AR to 9 but meh not possible. old maps are getting some complains just because of AR(which doesn't really mean anything) and also doesn't make sense.
Physics and physiology?Riince wrote:
and who decides what 'patterns' are objectively hard? it varies massively from player to player. hard to make a system that includes everyone single those patterns out.
Tess wrote:
quote
Good theory, could be the reason yeah.GhostFrog wrote:
With so few notes, this could be another little quirk related to the fact that tom's difficulty algorithm breaks the map into short time intervals and chooses the highest strain from each. Or at least it did back in the days of tp. Probably still does.
Will try some different numbers of notes later today when I have timeKheldragar wrote:
Try 64 and 128 notes?
This can happen often due to accuracy rating due to OD, length, etc, i'm trying to minimise that effect here thoughTess wrote:
it still feels counterintuitive to me that a map of a certain SR would give less pp than a map of lower SR than the first.
This is probably the reason. In the graph you can see how the amount of BPM difference increases between each of these "steps". Those breakpoints are where the 32 note stream starts being completely contained within one less of these intervals.GhostFrog wrote:
With so few notes, this could be another little quirk related to the fact that tom's difficulty algorithm breaks the map into short time intervals and chooses the highest strain from each. Or at least it did back in the days of tp. Probably still does.
you forgot 1 major thing.DroidBass wrote:
Facts to consider
1.- Shounen radio has 821 elements, Tristam has 1042 elements
2.- Shounen radio is OD7, Tristam is OD8
3.- Tristam is much more consistent than Shounen radio is
4.- General ranking on top 50's talks by itself.
Thanks for the explanation, makes perfect sense nowTom94 wrote:
This is probably the reason. In the graph you can see how the amount of BPM difference increases between each of these "steps". Those breakpoints are where the 32 note stream starts being completely contained within one less of these intervals.GhostFrog wrote:
With so few notes, this could be another little quirk related to the fact that tom's difficulty algorithm breaks the map into short time intervals and chooses the highest strain from each. Or at least it did back in the days of tp. Probably still does.
If you'd want to compare the difficulties of such streams I suggest you make a map at least 30 seconds long where you just repeat those streams with a short break inbetween. Sadly there could still be aliasing artifacts when the BPM and the time interval share common divisors, but they shouldn't be as bad.
The sudden knack at 300 BPM is by the way currently caused by a hard cap avoiding singularities in maps putting some hitobjects 1ms or even 0ms apart. I should probably make that higher now that some people actually start to pull off 300bpm scores.
This, the reward curve for HR is incredibly steep so the only way it rewards you is if you get 99+% acc or if you're playing a 3+ minute map.Riince wrote:
also because most people don't have high acc.