Yes but eventually you will get to have 2 separate scores per map, one for highest pp and another for your best score.
Oh ok, so like 2 seperate ranking systems. Makes more sence since some maps are more difficult with mods that award less points for score.Zak wrote:
Yes but eventually you will get to have 2 separate scores per map, one for highest pp and another for your best score.
Kind of the purpose anyone plays. Without goals or motivation people would no longer come back to play. Not sure if Peppy would be happen with a large loss of players.Drafura wrote:
Why not get rid of score ranking ?
And replace it with what? This joke pp system?Drafura wrote:
Why not get rid of score ranking ?
Lol that song is from 2008 and surprisingly the scores from it reflects that almost no one plays it anymore if you can reach near the top on first attempt so I don't think it even matters. Then again if they used the old pp system it might even bring back all the people that retired shortly after like my friend okami--chan which quit for that reason after pretty much losing everything she worked for a few years.TheVileOne wrote:
https://osu.ppy.sh/p/beatmap?b=17908&m=2 Please nerf the pp this map gives in DT. It isn't even hard and it gives way too much pp. The Expert is overrated as well, but at least it is tricky in spots.
There's over 50 people with DT scores on that map. They are just off the leaderboard because HR isIbuki Mioda wrote:
Lol that song is from 2008 and surprisingly the scores from it reflects that almost no one plays it anymore if you can reach near the top on first attempt so I don't think it even matters. Then again if they used the old pp system it might even bring back all the people that retired shortly after like my friend okami--chan which quit for that reason after pretty much losing everything she worked for a few years.TheVileOne wrote:
https://osu.ppy.sh/p/beatmap?b=17908&m=2 Please nerf the pp this map gives in DT. It isn't even hard and it gives way too much pp. The Expert is overrated as well, but at least it is tricky in spots.
Omg, she lost a fake number showing her "skill", what can she do without her precious go berzerk top rank??Ibuki Mioda wrote:
like my friend okami--chan which quit for that reason after pretty much losing everything she worked for a few years.
Was actually near 70% of all scores reset to zero pp which dropped a large number of ctb players off from playing.PakaChan wrote:
Omg, she lost a fake number showing her "skill", what can she do without her precious go berzerk top rank??Ibuki Mioda wrote:
like my friend okami--chan which quit for that reason after pretty much losing everything she worked for a few years.
Lol I lost nearly 7000 ranks and about 3k pp but moving back up fast since most of the competition retired.TheVileOne wrote:
If the effect was really that bad, then obviously she was farming a ton of maps and should have known it was going to happen. I knew I was going to take a large hit and I lost over 700 ranks when pp algorithms changed. I've been slowly working back towards my old rank.
Actually if you was listening in on #osu channel that day you would of noticed the war that broke out and the countless number that haven't logged in since that event a bit over 6 months. Besides pp and ranking is what keeps me playing and supporting.Zak wrote:
Anyone who wants to quit over losing their pp rank obviously doesn't play for the right reasons, the only thing going on in this thread lately is people bringing up the same issues again and again, Tom is already well aware, and when he comes back to tweak pp again, he'll do so, but until then people should stop getting so upset over a number that still doesn't do a very good job of accurately representing skill and bring up issues about the current system that haven't already been discussed. Also nowhere near "most" of the competition retired, that's far from the truth.
Simple lets remove pp for all modes for a while and you will have your answer. It's a lot more than what you think. Showing off isn't what it's about, that is what the world cup is for. Just seems that all the people trying to be like you will never get to see what it's like on top if there is no system in place. You wouldn't care because your already there andhave had your fill of it. Besides the current system is fine as long it just keep going down hill.Zak wrote:
If pp is your sole reason for playing then why not play a game where rank actually gets you somewhere, I'm not trying to be rude about this but being good at catching fruit won't win you money or anything, so playing for pp alone and not being to simply enjoy the game is pointless, I'm not saying you're not allowed to be competitive, but there are tournaments and multiplayer lobbies if you really care about showing how good you are.
what are you on.Ibuki Mioda wrote:
Simple lets remove pp for all modes for a while and you will have your answer. It's a lot more than what you think. Showing off isn't what it's about, that is what the world cup is for. Just seems that all the people trying to be like you will never get to see what it's like on top if there is no system in place. You wouldn't care because your already there andhave had your fill of it. Besides the current system is fine as long it just keep going down hill.Zak wrote:
If pp is your sole reason for playing then why not play a game where rank actually gets you somewhere, I'm not trying to be rude about this but being good at catching fruit won't win you money or anything, so playing for pp alone and not being to simply enjoy the game is pointless, I'm not saying you're not allowed to be competitive, but there are tournaments and multiplayer lobbies if you really care about showing how good you are.
Zak wrote:
My problem with pp is people taking it too seriously and investing their time in that alone, if anything that takes the fun out of this game as you're no longer playing maps that you find challenging and fun, you'll simply be looking at the number they give and playing it regardless of how you feel about the map, honestly from what I can tell pp works well in Taiko and Standard for the most part, so it makes more sense to focus on pp there to an extent but for pp to be your one and only reason to play ctb is sort of dumb when the system is broken, and even more dumb when the same people are going to come back when things are finally updated and cry yet again about how they lost their "well deserved rank".
Once again to be absolutely clear, it's okay to go for pp but to put 100% of all your effort into a system that is very obviously flawed and say there's no other way to enjoy the game is just stupid.
Video games motivate a remarkable amount of goal-directed
behavior.
...
the appeal of video games lies
in the inherent properties of the experiences they provide
...
behaviors pursued for their own sake or their inherent satisfaction are
identified as intrinsically motivated, whereas those pursued to
access desired end states or avoid aversive ones are understood as
extrinsically motivated
...
For more than 3 decades, one subtheory of SDT,
cognitive evaluation theory (CET), has guided research on
intrinsic motivation in sports, education, and leisure domains. For
example, Ryan and Deci (2007) recently reviewed a substantial
body of research on sport and exercise in which CET explained
interest and sustained participation in these activities. In another
recent example, Sheldon and Filak (2008) experimentally manip-
ulated autonomy, competence, and relatedness support in a non-
digital game-based learning context, showing that each of these
basic needs independently predicted motivation for a game activ-
ity.
...
This extensive body of research based on CET thus shows that
SPECIFIC PSYCHOLOGICAL NOURISHMENTS PRESENT in activities are nec-
essary for activities to be experienced as inherently enjoyable or
fun
,
Lol close enough, pretty much was what I was getting at. Take a cat for example, they like boxes but they don't have a purpose to a human since they don't quiet understand just why they like them. Same with me and many others we like things that don't really matter to some but without them it makes it feel no longer interested at all. Have played some games that the mini games were more fun than the actual game.Kingkevin30 wrote:
eargh this pointless argument is making me sick, you are talking around a pointless value and how you feel about it instead of just going to the Core
Topic....If you didn't find out in the decade you've been playing video games...there are some Core Aspect how people can enjoy playing a video game
and since I'm a lazy slob, i won't phrase what i want to say myself, I'm just gonna throw some quotes from an Psychological Study called
"A Motivational Model of Video Game Engagement"Da Text-WallVideo games motivate a remarkable amount of goal-directed
behavior.
...
the appeal of video games lies
in the inherent properties of the experiences they provide
...
behaviors pursued for their own sake or their inherent satisfaction are
identified as intrinsically motivated, whereas those pursued to
access desired end states or avoid aversive ones are understood as
extrinsically motivated
...
For more than 3 decades, one subtheory of SDT,
cognitive evaluation theory (CET), has guided research on
intrinsic motivation in sports, education, and leisure domains. For
example, Ryan and Deci (2007) recently reviewed a substantial
body of research on sport and exercise in which CET explained
interest and sustained participation in these activities. In another
recent example, Sheldon and Filak (2008) experimentally manip-
ulated autonomy, competence, and relatedness support in a non-
digital game-based learning context, showing that each of these
basic needs independently predicted motivation for a game activ-
ity.
...
This extensive body of research based on CET thus shows that
SPECIFIC PSYCHOLOGICAL NOURISHMENTS PRESENT in activities are nec-
essary for activities to be experienced as inherently enjoyable or
fun
,
so pls be quiet now...OK ?
Just let People Enjoy what they do the way they like it
So nomod SS > 1x droplet miss HDDTHRFL ?-iNSaNiX- wrote:
I create new thread with the idea: https://osu.ppy.sh/forum/t/340014
But i put here too:
First of all I have to say this is written with google translator, sorry for bad English.
The idea is put a system pp like the one osu!mania, it is odious that you have only one fault no longer obtain pp, then I propose to put a maximum of 1 million score in all songs of Catch the Beat mode, and mods they can not climb score but if they can raise more pp if you have nice score with mod (hard rock, hidden...)
And in the ranking can be overcome people using mods, per example:
1-ExGon 1.000.000 score (Hard Rock)
2-Dusk 1.000.000 score (He has not used any mod)
or also it:
1-ExGon 1.000.000 score (Hard Rock, Hidden)
2-Dusk 1.000.000 score (Hard Rock)
3-Spectator 1.000.000 score (Hard Rock)
4-CLSW 1.000.000 score (Hidden)
Depending on the difficulty of the mod positions up
And for get 1.000.000 score you need 100% accuracy (obviously)
This idea would kill bananas.-iNSaNiX- wrote:
I create new thread with the idea: https://osu.ppy.sh/forum/t/340014
But i put here too:
First of all I have to say this is written with google translator, sorry for bad English.
The idea is put a system pp like the one osu!mania, it is odious that you have only one fault no longer obtain pp, then I propose to put a maximum of 1 million score in all songs of Catch the Beat mode, and mods they can not climb score but if they can raise more pp if you have nice score with mod (hard rock, hidden...)
And in the ranking can be overcome people using mods, per example:
1-ExGon 1.000.000 score (Hard Rock)
2-Dusk 1.000.000 score (He has not used any mod)
or also it:
1-ExGon 1.000.000 score (Hard Rock, Hidden)
2-Dusk 1.000.000 score (Hard Rock)
3-Spectator 1.000.000 score (Hard Rock)
4-CLSW 1.000.000 score (Hidden)
Depending on the difficulty of the mod positions up
And for get 1.000.000 score you need 100% accuracy (obviously)
Hedgeturtle wrote:
Speaking of bananas, I know this isn't the right place, but still I want to ask this random question. Why isn't the banana count shown in the score screen after a game? It shows fruits caught, droplets caught, big combo-giving droplets caught, fruits missed, but doesn't show bananas caught. Weird, if you ask me.
Since you didn't get a reply to the actual question, it should be implemented someday, as I'm sure osu! can easily calculate the amount you caught correctly (even though replays are sometimes a bit off showing you catching more). There is a feature request thread for it as well with lots of support, so I'd say just keep waiting and it should finally happen eventually.Hedgeturtle wrote:
Speaking of bananas, I know this isn't the right place, but still I want to ask this random question. Why isn't the banana count shown in the score screen after a game? It shows fruits caught, droplets caught, big combo-giving droplets caught, fruits missed, but doesn't show bananas caught. Weird, if you ask me.
I'm already calling the system we have right now ppv3, since the "Fix" ppv2 had made it pretty much gave it a whole new valuationlineqtxz wrote:
ppv3 ayy lmao
maybe in 2 or 3 years xD
CLSW wrote:
It would be impossible to remove pp ranking system on ctb![]()
Guys, think it to better way, don't give up. We still don't know if new system will beloved?
No need to remove pp, some people find it fun to see their pp get higher. If you don't then you don't have to pay any attention to it.Zak wrote:
Why not just make everything give 0pp except for Bill Nye The Science Guy
I think that's a bit of an overkill, they should just nerf the slider stream pp (void feat. Komatsuna - Akatsuki no Tsuki). Some CTB specific maps give quite fair amount of pp, imo LeaF - Calamity Fortune, Warak - Reanimate, CLIFF EDGE - Endless Tears ft. Nakamura Maiko and Mutsuhiko Izumi - Snow Goose are quite good.PakaChan wrote:
Please make ctb specific maps give 0pp ty
-PM- wrote:
![]()
![]()
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------![]()
I follow this way of thinking, imo the actual pp system is so wrong and new ctb maps are abusing of it.PakaChan wrote:
Please make ctb specific maps give 0pp ty
Partially. But tentatively as a ctb mapper/modder I can tell you that jumps as you said "irregularly" are still experimental, and ctb stream mapping is also so hard to be creative that only one or two ctb mappers can handle this. It's easy to SAY, but it's hard to DO.serenity_P wrote:
PPV2 is s**t .I agree that PPV3 is much better than PPV2,but it disleads new CTB players .
Why do I say this word? We should change a view to look out this mode. CTB hard maps are based on insane patterns rather than jump jump without any skills. If you want to make a really CTB map, you can use jumps but jumps should be solved irregularly(such as Highscore Rainbow dash Arousing[ HW's Extra] and etc )
I highlight a word :JUMP. Yeah , many big-distance jumps look really cool and they are considered as very hard parts for new ctb players,especially red fruits in 2015 CTB maps.New CTB players insist that CTB maps need very very high skills because they can't catch red fruits at the beginning( including us )an the PP system prefers to new CTB maps . that is a wrong way to lead a new CTB player to join us. New CTB maps are good for new players to quickly improve thier skills , but they(New CTB maps) should not be attracted too much.
FL mod should be rewarded more pp. HD for high stars maps should be increased PP a little rather than decrease. Std maps should be improved stars and they are really hard. I don't think a 388PP ctb map is harder than Math Class [TAG4].
Finally, stars system of some maps with only 1-2 hard parts shoul be fixed(such as End Time [fear] and etc).
Overall,the correct difficulty is based on patterns.
Hamburgers are really delicious without any nutrition , a glass of water is not tasty but healthy.
Do you agree me?
I disagree with that, it's maybe hard for some players to read low AR (for me, low AR is under 6) but that's the same with players who can't play with high AR, (above 9.5) it's hard for them.He Ang Erika wrote:
5. An AR too low confuses the player as the platter becomes "slippery" (moves way too fast as compared to the dropping fruits), the fruits are harder to read and timings are harder to judge.
He Ang Erika wrote:
1. What is consider too high/too low AR? I think low = under 6, and high = above 9.5.
2. Is AR difficulty more subjective or objective? Subjecive.
3. Which are the patterns that are less forgiving? CLSW and Spectator patterns, they're pretty easy. (but all are really good map, enjoy them !)
4. Since every combo has different timing error window, how does one accurately account for the overall difficulty of a map containing thousands of combos? I don't understand your question.. xD
5. I find low CS as hard to read as high CS, is that not a valid point? Low CS is pretty easy, above CS6 it's hard I think.
6. What is the easiest CS/AR to benchmark on? AR8/9 and CS3/4.
7. How does modifiers (mods) affect the above mentioned parameters? If low AR, HD give more.
8. How does spinners and droplets play a part in the pp system? I don't think it's good, in Osu!Standard, it give not more pps if you spin faster as an other player.
9. So many things to change so much work to be done, is that even possible? Maybe ?
10. Is it worth the effort to strive for a perfect pp system? It will be great, like that real good player will go to the top 100 easily, and not the pp farmer.
11. Is difficulty overall a subjective matter of pure human experience, or is it simply a matter of neurology mathematics and physics, or maybe both? Pure human experience I think.
12. Should we scale elements that are or potentially could be subjective as objective pp? Yes.
13. WTF were you talking about the whole time, were you smoking weed? Yes. 8)
And many more questions. Which I hope we can discuss in an mature and constructive manner in the future.
rrtyui wrote:
plz enjoy game
I don't think it would work like that, rapid direction changes which is mostly what gives pp in this system: hypers are what need the most movement in the least amount of time.He Ang Erika wrote:
8. OD in all other modes: E.g. AT OD10 if you hit the object more/less than 15ms in timing you miss, that applies for every combo. For OD9 may be 20ms.
OD in CTB: Pattern A requires player to just move left by 3 platter length and you are given 5 seconds to do so. And then 3 more seconds to move right 1 platter length away. Easy. Pattern B requires player to move left right left right consecutively 20 times with 10ms of error window for each combo. Hard. Other modes use Meter OD, which is a fixed timing window exactly the same for every combo, that is invariable. CTB uses Pattern OD, which is dependent on how much room for timing error to successfully get from one combo to another, which varies with different combos. Meter OD has no effect on difficult, while Pattern OD affects difficulty. The harder the pattern, the less forgiving the timing, the more difficult the map becomes.
Conclusion (8): Harder pattern = less room for timing error.
Conclusion (9): Harder pattern deserves more pp.
Of course there are a lot more questions left unanswered by my conclusions.1. I don't think there's a too low or too high AR. I think it all depends on the object density of the map (especially for lower ones). AR9 may be good for ~200bpm, AR10 FOR 300bpm.
1. What is consider too high/too low AR?
2. Is AR difficulty more subjective or objective?
3. Which are the patterns that are less forgiving?
4. Since every combo has different timing error window, how does one accurately account for the overall difficulty of a map containing thousands of combos?
5. I find low CS as hard to read as high CS, is that not a valid point?
6. What is the easiest CS/AR to benchmark on?
7. How does modifiers (mods) affect the above mentioned parameters?
8. How does spinners and droplets play a part in the pp system?
9. So many things to change so much work to be done, is that even possible?
10. Is it worth the effort to strive for a perfect pp system?
11. Is difficulty overall a subjective matter of pure human experience, or is it simply a matter of neurology mathematics and physics, or maybe both?
12. Should we scale elements that are or potentially could be subjective as objective pp?
13. WTF were you talking about the whole time, were you smoking weed?
I agree with He Ang Erika, for high ar it's a different thing. It's more about time reaction and guessing pattern/be familiar with them, that's my feeling. For low ar with high bpm it's really difficult to judge timing between fruits by reading.Axiaan wrote:
I disagree with that, it's maybe hard for some players to read low AR (for me, low AR is under 6) but that's the same with players who can't play with high AR, (above 9.5) it's hard for them.He Ang Erika wrote:
5. An AR too low confuses the player as the platter becomes "slippery" (moves way too fast as compared to the dropping fruits), the fruits are harder to read and timings are harder to judge.
Equim wrote:
Partially. But tentatively as a ctb mapper/modder I can tell you that jumps as you said "irregularly" are still experimental, and ctb stream mapping is also so hard to be creative that only one or two ctb mappers can handle this. It's easy to SAY, but it's hard to DO.
Remember, everyone has his own way to enjoy this game. Some enjoy jumps, while some enjoy patherns like you; some enjoy pp, while some don't. While I was a beginner I did enjoy hyperdashes which I thought were cool, and I tried my best to do well in them. Anyways you need to respect to the diversity.
Also, whether you love pp or hate, it's always that you care pp. I suggest you don't always judge a ctb specific map according to pp, since in this way you are likely to ignore what painstaking care the mapper pay in the map. In this point of view I can't agree more with Spectator (see his ask http://ask.fm/Spectat0r/answer/128855444064 and http://ask.fm/Spectat0r/answer/128938149472). In addition, sooner or later the pp arithmetic system will changed, but the quality of a map will still remain.
Gonna have to disagree about spins giving pp due to the fact that I'm sure it's really hard for the game to determine how good your spin actually is and I doubt it can calculate what the best humanly possible spin is.He Ang Erika wrote:
I think spins should reward 0% to 5%pp dependent on how close to max spin. High accuracies should also reward 0 to 5%pp dependent on how close to 100% Accuracy.
It doesn't have to cap at 5% though, just a arbitrary number D:
I'm not sure about how the current system can account for spinners, but mathematically it's very easy to calculate max spin using basic trigonometry. In fact a good spinster can count max spin just based on pure human judgement which is almost flawlessly correct in nearly all patterns. I would say that based on how salad! catches bananas it seems that the system doesn't really include a max spin calculator, but hopefully whenever the engineers find their time they can add on an undisplayed bananas counter and make some pp. I think that the CTB spinner is very unique and heavily skill/experience oriented, to have it just affect score is rather under-appreciated D:Zak wrote:
Gonna have to disagree about spins giving pp due to the fact that I'm sure it's really hard for the game to determine how good your spin actually is and I doubt it can calculate what the best humanly possible spin is.He Ang Erika wrote:
I think spins should reward 0% to 5%pp dependent on how close to max spin. High accuracies should also reward 0 to 5%pp dependent on how close to 100% Accuracy.
It doesn't have to cap at 5% though, just a arbitrary number D:
Accuracy already gives bonus pp.
Often on very hard songs where there are only a few NoMod scores or very easy songs with a bunch of HDHRDT scores, spinners can give you good ranking on the scoreboard, but as for the rest having good spinner has to be coupled with good mods usually if not always involving HD. Otherwise neither getting pp nor top score is very viable. E.g. A NoMod score with ridiculous spin on [Overdose] will be easily pushed off the Top 50 within like a month. DT spinner can hardly outplay or even level HD spinners. HR will bring your score far up, but however good a HR spin it will be dominated by HDHR in the end. To have a ridiculous spin just squeezed away is really unfortunate, at the least a little pp will do some good. Spinner rewards should not be greater or even close to HD rewards or any other score multiplying mods, but I still think that other than 1100 score which is tiny compared to mods, slight pp boost will make pushed-off-the-board mad spins feel more deserving of praise and appreciation.Zak wrote:
I think the possibility of a good spin making you go from not even top 8 all the way to rank 1 is plenty enough.
Not much to say that wasn't said already.BoberOfDarkness wrote:
I would like to see this topic revived, there is not dumb that this pp-sytem is just bad.
They don't gain pp, that's why the system doesn't work loooolZak wrote:
they don't gain pp, that's how the system works
What, sure they system isn't accurate but it does work in the sense that if you don't play anything to gain pp, you're going to get passed by people below you.He Ang Erika wrote:
They don't gain pp, that's why the system doesn't work loooolZak wrote:
they don't gain pp, that's how the system works
By the way I'm 666th pp commentor C: I'm the king noww
I understand what you're getting at, and i surely think that high Circle Size (with difficult patterning) should get reconsideration in the future,Sleepteiner wrote:
Someone said that I should post this in here instead of in the Feature Requests forum. This is about star rating more than performance points, but I hope it still applies.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
I think that the circle size and approach rate extremes should be weighted more in the Catch the Beat star difficulty rating.
I currently have almost 1500 SS ranks in Catch the Beat. Most of those scores are from maps in the 1.8 star and below difficulty range. Around 98% of all of the SS ranks that I have obtained took me anywhere from one to three tries. A few took anywhere from four to fifteen. I was fine with the amount of tries even if it took ten or so. Everything was going great until I ran into Pixel Studio - Gravity [ZOMGWTF]. I've tried that map 226 times and I still haven't even gotten half way through with the perfect mod on. If you don't know what this map is then you are in for a treat because it has a CS of 7, an AR of 10, an OD of 10, and a HP of 9. With Catch the Beat, the map requires fantastic precision and memory.
Is my lack of ability to get a SS rank on this map because I'm simply just not good enough? Yes, but that doesn't take away from the fact that this map should be, in no way, only 1.49 stars in Catch the Beat. Now, I don't claim to know the intricacies of the formula for the Catch the Beat star difficulty rating, but I think something needs to be changed. Weighting approach rate and especially circle size extremes more for the star rating should be able to bump this map way up to at least closer to where it should be.
I do recognize that changing a formula that applies to 40,000 maps to address a problem in only one map would cause more problems than it would fix, but this formula change wouldn't just effect this map since it would beneficial for all small circle size maps. It is consistent that the small circle size maps take me much longer to SS than maps with a normal circle size. In fact, all of the maps that took me more than around six tries were the under-weighted high-CS maps. Through this, I genuinely believe that this change will improve the level of polish in osu!, if only slightly.
Thank you for reading! Have a good day.
I've played so many maps that are downright cancer with HD, but can be played well on DT just after a few tries :X E.g. Fallen Angel [SHD] stuff like that. In general HD would give less pp than DT, but certainly should be more than NoMod.Osten112 wrote:
I think HD should give you less pp and with DT you should get more pp with
I agree with that. There are some maps which gives more than 350pp if FC/SS no mod which are easy to do. My actual top score is around 230pp but I'm able to FC Akatsuki no Tsuki Oriental, Piranha or MegaMan map (or 1/2 miss, but I only want SS), which all gives above 350pp, that's ridiculous. I normally don't have the skill to do a >5 stars map so easily with my rank. (#850) I don't say that there're only easys maps above 5 stars but some are easiers than others, for example as Clana said, L is an hard map for me.Clana wrote:
It's almost off topic but the reason HD is a problem in CTB is because a lack of viable pp maps
If you are a solid player on nomod and farm the popular pp maps (Hanabi Umarudose Xeno etc etc), you land at a solid rank of 80~ as of today
Player B turns out to be a HD player and plays those maps on HD, with an exception of a couple, with the addition of 6~7 HD scores Player B is rank 60~40.
If CTB had more maps that people didn't fc in 15 minutes and move on (Towayori, Genryuu, Dreamless, L) there would be more variety to ranking and also a benefit to becoming better as a player to be able to fc more maps rather than spending 5 plays fcing nomod, 50 on HDing it, then the next 300 trying to HR.
It's not that the devs don't read this thread, it's that there was pretty much only a single person capable of creating the pp formula we currently use, and that person was Tom and he's currently busy with real life. We pretty much need to wait for him to be able to come back or for someone else to come along who is able to adjust the formula accordingly.CelegaS wrote:
It's called hdash overweight. faster hdash = higher stars, but there is some pattern that make hdash easier or harder to pass.
This thread is about pp feedback and suggestions, i think we already said everything about pp and stars problem but it's like devs don't read this thread. It's my feeling, like for many thread in feature request that have no answer for ages.
That specific map hopefully will bring awareness to a need to a new change.He Ang Erika wrote:
I am like pushing and wishing my hardest for a pp revamp, while I know for certainty, deep down in my heart that when Genryuu Kaiko gets dethroned I will cry myself to sleep and never wake up again QAQ
.
.
.
It's 'kay I will get better at putting mods on standard converts map, it'll happen when I wake up from those tears
The interesting part for me now is what penalty Easy has, and why the Effect of DT overweighs it, is it purely based on the AR? or the Mod-MultiplierPakaChan wrote:
About the open sourced thing: The difficulty calculator wasn't open sourced, it's just the pp part after the difficulty was already calculated. (did i word that right?)
Stuff i could gather:
- There's a length multiplier which scales with max combo. It scales linearly up to 3000 combo, after which it's reverse logarithmic scale.
At 375 combo, the multiplier is 1. At 3000 combo the multiplier is 1.35 after which it scales slowly
- The formula for the miss multiplier is (0.97^no_of_misses)
- The formula for combo multiplier is ( player_max_combo ^ 0.8 / beatmap_max_combo ^ 0.8 )
- The formula for acc multiplier is ( acc ^ 5.5 )
(a HR fc on owen tag4 would be ~1300pp according to this)
- AR gives a 10% bonus for each point above 9 and 2.5% bonus for each point bellow 8
- HD gives 5% bonus for AR10-11 and an additional 7.5% for each point bellow 10
- FL gives 35% bonus and reapplies the combo multiplier again ( a 3000 combo map gets 82% more for FL, a 375 combo map gets 35% more)
- NF gives 10% penalty;
FL isn't the easiest thing tho. Do you have any tips for FL?Yu_Makari wrote:
love the FL boost to pp its great