Would be awesome if executed properly.
I'll try to make a test app by using existing top50 scores or something like that.Sync wrote:
Interesting concept. Is it usable or testable yet?
No it uses your top 50 scores.Nelly wrote:
So it will calculate if you reach top 50?
Apparently since you can't just poop out correct values without API info from the plays which is limited to top 50.Sieg wrote:
So, it calculates only maps where I'm in top 50?
Currently we're using a bit dated Top 50 scores database, that is why. I'll make an updater soonMulttari wrote:
It only seems to have calculated my very old top 50 scores but not newer ones. Bug or are the scores still being processed?
Because this is not based on PP at allSmc wrote:
This is a nice concept, but why aren't you using /api/get_user_best from peppy's api?
It can get a player's top 100 best plays which, imo, is a much better indication of skill than top 50 scores.
same here. hope it will have other game modesIamBaum wrote:
This looks really nice, do you also have any plans to include more game modes in the future?
Support!224dj wrote:
how about change interface?
A... pentagon... line... color... *&%#
i think that... this interface seems more appropriatede
I think this is a stupid idea. This kind of graphic approach only makes sense if you can assume correlations between neighbored skills and exclude the existence of correlations for non-neighbored skills.224dj wrote:
A... pentagon... line... color... *&%#
i think that... this interface seems more appropriatede
I work behind the scenes, advising Kert so that everything makes sense as well as fix bugs here and there. It's up to Kert's final decision to use my ideas or not.Endaris wrote:
Oh no, abraker is on this *runs*
Get goodThe Gambler wrote:
Can we include people that are not in the top 50?
For some reason this is what mine looks like...
Check main pageProph Nobster wrote:
Can we get formal definitions on what these mean?
Not at the momentIOException wrote:
Is this open source?
I am not proficient at other mods at all. Can't promise anythingRemyria wrote:
Will you add the 3 others modes (Even if for them, it would be different)?
It's not automated yet. Please, wait for the next update to comeZisa wrote:
does it take some time update top 100 rank info?
i don't have any top rank record.
so i made some with latest ranked maps, but if i search my nickname, i see 'no scores in top 100'.
Kert wrote:
Remyria wrote:
Will you add the 3 others modes (Even if for them, it would be different)?
I am not proficient at other mods at all. Can't promise anything
Everyone can suggest stuff here in this threadProfessor Prinny wrote:
Even if you aren't proficient in the other mods, couldn't you discuss it with people who are?
Don't worry we're updating accuracy hopefully at the end of this weekEndaris wrote:
Based on what I wrote in my earlier post I suggest the following:
Right now it looks like you're checking OD first and rhythmical complexity after(if at all). Worst case would be if you just check amount of circles vs. amount of sliders.
In my opinion you should try and figure out some difficulty for rhythmic patterns and factor in speed and OD based on how difficult the pattern actually is.
This would fix the issue of rhythmically very easy maps with high OD(esp Easy and Normaldiffs with DTHR) being overweight in terms of accuracy while it would push actually difficult maps up as the OD would be worth more.
Houtarou Oreki wrote:
You're awesome
Ability to hit small circles should be related to precision, not agility.Endaris wrote:
As the "ability to hit small circles" is related to Agility there should be some noticeable influence.
If this is developed well it could actually do just that.CelegaS wrote:
Should be ppv3
both, but top 100 scores aren't updated as regularlyMinhtam wrote:
Wait, so osu!Skills counts the players top 100 performances instead of the top 100 scores now?
It needs to be able to count more than that. I have plenty of scores that would have given more than 200 precision (thanks +HR), but they don't count because they fall outside my top 100 plays, hence my low precision rating. If there was a way for osu!Skills to take into account every single recorded score, the program would be absolutely perfect.Endaris wrote:
both, but top 100 scores aren't updated as regularlyMinhtam wrote:
Wait, so osu!Skills counts the players top 100 performances instead of the top 100 scores now?
We're not considering this currently.-Sandy Corzeta- wrote:
Are you guys do have some API implementation on the future development?
It looks at your scores from here - https://osu.ppy.sh/u/7023372#_leader and recalculates them in osu!Skillsrurumofb wrote:
I havent ranked 100 maps yet, so how does this program calculate my skill?
lidahapi wrote:
Great!
my suggestion for ctb:
Reading: since ctb has AR, reading should be implemented
Agility: how perfect the timing when players dash to get another fruit, or when the player moves
Precision: how stable the fruit catches. Is it at the middle (most precised), or at the edges (less precised) (need help for this point, is this point as accuracy or precision) [spoiler]rip english? ;w;[/spoiler]
Accuracy: Overall accuracy
Memory: Flashlight Performance
Instinct: Hidden Performance (Perhaps this should be implemented on std, taiko and mania?)
That's all i can tell for ctb, i need help here ;w;
[spoiler]inb4 this stuff will be featured on next osu weekly ;w;[/spoiler]
http://osuskills.tk/user/[Yui_Hirasawa][Yui Hirasawa] wrote:
Why my username not found ?
Kinda, kinda not. Tenacity is the ability to maintain rhythm in a stream, and the 2 factors are time between notes and the length of the stream. This is not to be confused with stamina however. You can still have high tenacity for a very, very long, low bpm stream.Pope Gadget wrote:
Is speed related to tenacity?.
So far that skills I came up for mania with are:dionzz99 wrote:
mania has accuracy , stamina , reading , speed as the main part..
For precision it doesn't look into replay data, so it's impossible to figure that out right now. If you need to be pixel perfect to catch the fruits, then that would require high precision. Agility can also be put into precision since it's like a stat in this case. If your agility is low, then your precision will be low since you can't move to the fruit in time to be precise.lidahapi wrote:
Reading: since ctb has AR, reading should be implemented
Agility: how perfect the timing when players dash to get another fruit, or when the player moves
Precision: how stable the fruit catches. Is it at the middle (most precised), or at the edges (less precised) (need help for this point, is this point as accuracy or precision) rip english? ;w;
Accuracy: Overall accuracy
Memory: Flashlight Performance
Instinct: Hidden Performance (Perhaps this should be implemented too, on std, taiko and mania?)
lmaoabraker wrote:
Speed - isn't this related to stamina?
Hmmm ... bursts is not the best example you could give, but I see what you mean. Bursts look more closely related to reading. I choke on some bursts more due to the inability to read them rather than not being able to press fast enough. And if I am able to read them, it's more closely related to accuracy and even possibly to stamina if there was a stamina heavy part just before that.Pope Gadget wrote:
lmaoabraker wrote:
Speed - isn't this related to stamina?
Speed is more about how fast you're able to play, in relation to hand-eye coordination and being able to move your fingers fast enough to transition to the next notes, regardless of if you're able to withhold that speed for a decent period.
Burst patterns require intense speed and precision to hit well, but doesn't test stamina. Speedcore 300, for example.
For mania:
While most people can't play 7k very well and can play 4k very well, they should be separated for various keys. While various keycount maps like 8k is ranked, it's possible to separate them
PS: This is a suggestion for mania
Don't know what you mean by that. Works fine for me. Try here.5522Luca wrote:
It looks like you can´t input spaced names. As example i tryed to put in "- Hakase -".
For mania:I honestly have no idea. I have a feeling most would vote to separate, put let me see by how much more players agree with it: Go here and vote.
While most people can't play 7k very well and can play 4k very well, they should be separated for various keys. While various keycount maps like 8k is ranked, it's possible to separate them
Ok, with the URL it works.jimihenrik wrote:
Don't know what you mean by that. Works fine for me. Try here.5522Luca wrote:
It looks like you can´t input spaced names. As example i tryed to put in "- Hakase -".
Thanks for the feedback![Taiga] wrote:
1. Spica is extremly easy to play with HDHRDT if you are used to OD9 (it's OD10 tho but there is nothing particulary hard in this map in matter of patterns)
OD? Precision (ability to hit small circles) takes CS and Agility difficulty of the map into account. OD influences Accuracy instead
2. https://osu.ppy.sh/b/339055&m=0 Irre Extra takes way more effort to FC with high acc than for example https://osu.ppy.sh/b/253595 - can you explain how it's counted?
My guess is your score didn't reach top100 in the map and your top PP. There is no good way to retrieve all scores currently
3. https://osu.ppy.sh/b/297350 is almost full long slider based map, i dont find it fitting into precision category.
You're probably thinking about OD here
Be a specialist at some skills and you may receive a cool title, when we add titles~~Whip wrote:
Can i get a cool title just for asking?
Autoupdating and refresh buttons will be added in the next release.sonicyellow wrote:
It seems as though once your profile is generated, it doesn't get updated. I generated my profile this morning, and got a new score some hours later that overrides one of my top 100 scores, yet it still uses the old score even now.
AR11? AR doesn't influence Accuracy skillFranc[e]sco wrote:
are you sure Accuracy is correctly accounting for od11? I don't think Rafis' pressure score is less accurate than some of his ar11 scores...
There is a way but I doubt peppy wants me to spam the servers with ~37k osu!api requests for each user.Minhtam wrote:
Kert, eventually you're going to have to find a way to access all of a player's recorded scores. For example, I have more than 3300 ranked scores on my account, and I know that I am able to retrieve all of the scores (replays are another matter) just by redownloading the maps that I have scores on. Since those scores are even saved in the first place, it follows that they all must be retrievable from some database somewhere.