Play Points: A Detailed Suggestion
UPDATE: See this post.
So what are Play Points?
Details:
How does it work?
Special Cases:
An excellent quote by Tear (from http://pastie.org/pastes/10080655/text)
UPDATE: See this post.
So what are Play Points?
- These points hold value in competitive reputation. Play Points is a system of how well you do against other players you challenge or get challenged by. It is a system akin to the Performance Points (PP) system, but where the PP system is based on proficiency to play a map well, the Player Point system is based on the proficient to beat other players.
- Players send requests to other players as a challenge to any map (ranked or unranked) or play in a designated competitive play multiplayer lobby
- Players with 0 play points cannot challenge other players, and need to be challenged to instead or play in a competitive lobby.
- The number of play points you receive is based on your rank compared to others you played against and the difficulty of the map
- A fractional amount of the play points you have goes into your clan's vault as upkeep. The more players in your clan, the less is the amount.
- A loosing player in your clan will take away the lost play points from the clan's vault based on the fractional amount mentioned.
Details:
How does it work?
To start the system, players will need to make and play in competitive lobbies in multiplayer. Then, players will be able to send challenge requests to other players in the chat much like an invitation to a multiplayer game online, but with a random password to prevent others from joining. That player can choose to accept or to reject the offer. This match is 1 vs 1 and the winner gets the points.
peppy challenging me to a game (seems legit):
The calculation may go along these cases:
Winning:
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A) You are rank #1,000 and beat rank #1 on a 1 star map: You get some Play Points
B) You are rank #1,000 and beat rank #1 on a 6 star map: You get tons of Play Points
C) You are rank #1 and beat rank #1,000 on a 1 star map: You get less Play Points then in case A.
D) You are rank #1 and beat rank #1,000 on a 6 star map: You get less Play Points then in case B.
A) If you are rank #1,000 and lose to rank #1 on a 1 star map, you don't loose too many Play Points.
B) If you are rank #1,000 and lose to rank #1 on a 6 star map, loose less Play Points the in case A.
C) If you are rank #1 and lose to rank #1,000 on a 1 star map, you loose some Play Points
D) If you are rank #1 and lose to rank #1,000 on a 6 star map, you loose a lot of Play Points.
The team's rank is calculated as the average of all the players challenging. Multiplayer lobbies should be color coded and have a permanent setting upon creation indicating whether it is a competitive play lobby or not to avoid hosts from switching to competitive play at the last second (and snatch the Play Points).
Competitive Play lobby indicated red
Case 1: One vs an army (see Team Play Points under Other features for full explanation of this example)
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One extremely skilled player from a team of 3 may go on 8 other players from the other team. If that skilled player wins 30 Play Points, the Team gets 10 Play Points, and he gets 20. The 8 players from the loosing team would each get their points reduced, and the team's Play Point's would be the sum of the 1/8 of each point lost (that is some destruction). If the skilled player looses, the player will loose the Play Points, but the team's Play Points is not going to get reduced as much as the other way around.
3 players go up against 4 players. So this depends on the scoreboard. #1 gets the Play Points based on the ranks below the player, #2 gets the Play Points based on the ranks below the player, and loses based on the ranks above, etc. A failed player will certainly be below most other players.
Special Cases:
-- Disconnecting on the first 10% of the song gives no penalty. Otherwise, these points get split among everyone that is still connected.
-- Disconnecting before the match is over after 10% of the song gives a penalty equivalent to half of the Play Points the player would lose at last place. These points get split among everyone that is still connected.
Help I've hit 0 Play Points!!!
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When players hit 0 Play Points, they can no longer challenge other players and need to be challenged by another player to get their Play Points back or play in a competative lobby. A player cannot get less than 0 Play Points. This essentially makes them the source of Play Points; If a player is at 0, at least 1 person will win, getting the Play Points. While there is no real way of giving Play Points to players like currency, you can supposedly "give" Play Points to other players by losing on purpose at the player's risk.
- Beatmaps don't need to be ranked to be able to challenge other players to them. Since this system is based how well you go against others and not the ability to play a map to perfection, there is not need to have this system be dependent on ranked maps. So go ahead, challenge a player to a 20 star, and have a split second duel!
With clans/teams being implemented soon, teams should also be integrated with the Play Point system. Players count as a fraction of their team (a team of 8 would have each player count as 1/8). When players challenge or get challenged by players from another team and loose/win, that fraction gets added/reduced from the team's Play Points.
For example if you are part of a 6 player team and are going 1 on 1 against a player from another team and get 60 Play Points, 10 Play Points go to the team Play Points, and you get to keep the other 50 for yourself. If you loose 60 Play Points, then the Team looses 10 play points and you loose the rest. This is what I like to call a team upkeep, and would require players to think about who should join their team (1 player may reduce the Team's Play Points to 0). Note that the losing player only effects the Team Play Points, not the Play Points the individual players have.
- Why is this a good idea?
[list:1337]This will make players be more interactive with each other (or beg for points). It will give players more competition and a better experience playing maps, especially unraked maps.Players stuck/hit a wall and can't progress in ranks could challenge others and improve this way, making the game a less boring experience. I would love to see the osu! culture expand and this is great way to do it. Players will be talking about players like cookiezi who would annihilate an elite team. Well what are your opinions?
SPOILER
PP is not a good way to determine if you're hitting a skill wall, because of how your PP and rank are actually calculated.
First, you should understand how PP works. You might not be at as much of a skill wall as you think. When you start getting scores in mania, your PP will go up quickly, but once you start filling up your Top Scores list, only your best scores will be counted. As you go down the list, each score is actually worth less points. This effect means that most of your PP comes from your best plays, and your weaker plays are worth a lot less points. Because of this, once you have filled this list up with scores, it's much much harder to gain more than a few points for every score you make, so it feels like you hit a wall, even if you are improving at a steady rate. Instead, pay attention to your scores themselves.
You can try to challenge yourself and play songs harder than you usually play. This can take some time to work, but will only benefit you by training you to get used to harder maps. It should improve your stamina and your ability to read more complicated patterns. The ability to hit those patterns properly however might take a while to build up.
You can try taking a break. This can be risky, since it doesn't always work, but sometimes taking a break for anywhere between a few days to a month or more can be just what you needed. Depending on how long the break was, it might take a few days (at most) to get back to your skill before the break, but it's common to notice that you just keep improving once you've reached that skill level again.
An excellent quote by Tear (from http://pastie.org/pastes/10080655/text)
SPOILER
The main ranking system - pp - requires you to actually get better at
the game in order to keep gaining points. New players continue to gain pp
at a steady pace, but sooner or later they hit a wall. At that point
the only reason to keep playing is the distant promise of improving someday
which is just not enough for some people, especially those who aren't
interested in their rank. The existing accumulative stats (ranked score,
level etc) don't make any difference at best, or have been broken for a long
time at worst. Gaming solved the problem of players losing interest long
ago, you can find a lot of solutions by analyzing modern games.
osu!'s best interest should be keeping players playing, not recruiting
an army of pros.