this map is one of the 3 most common examples on "lol, doubles"
Converts are not made to be played in taiko and many of them are unplayable. Reducing the pp they give won't fix that problem.lolcubes wrote:
pp values are different cross game modes and that's fine.
I would agree on a flat 20% reduction on converts as well, maybe even 25%.
As someone else said, since tag maps don't give pp, taiko converts kinda fall in thesamesimilar boat. Reducing the pp gained from converts would be fine.
(my #1 rank is a convert which I only played once lol, and is so far ahead of everything else it's not even funny ;_;)
Is there somewhere I can find the reasons why all suggestions have been declined and if they still apply to now?lolcubes wrote:
I agree, but every time removal was suggested, it was declined.
Since TAG4 maps have been removed from pp in standard, converts should be removed too, it's a sound logic if you take into account that there are plenty of converts which are easy to A with shit accuracy and high combo to get insane pp, however since all suggestions have been declined, a flat pp penalty is the 2nd best thing.
Tom94 wrote:
Unfortunately the infrastructure of taiko pp still doesn't really have a measure for scrolling speed, so I can't easily add a HR or HD bonus relative to scroll speed. The general consensus seems to be, that HD is worth too much right now, so I'll move it downwards a bit.
Oh, that's something new to me. What do you mean?OzzyOzrock wrote:
and kill EZ mod wtf, people get punished for playing a song with no mods because then they can't get a score with EZ? lmfao
Well, if you notice a lot of top players' top scores, you'll see that they often pair EZ with DT for the pp increase that comes with higher accuracy given by EZ.OnosakiHito wrote:
Oh, that's something new to me. What do you mean?OzzyOzrock wrote:
and kill EZ mod wtf, people get punished for playing a song with no mods because then they can't get a score with EZ? lmfao
There actually is a penalty, but only because of lower OD (I probably could estimate it at only 10% penalty). As quoted earlier in this thread (come on how can you not consider it), SV can't be taken into account because there is nothing that can measure it.OzzyOzrock wrote:
Well, if you notice a lot of top players' top scores, you'll see that they often pair EZ with DT for the pp increase that comes with higher accuracy given by EZ.
I don't know the numbers exactly, but by the looks of it EZ doesn't seem to give any penalty whatsoever for being used despite lowering SV and OD. As in, it seems that the pp system reads "Player X player X song at X BPM with X accuracy", but ignores that EZ mod is used. My score can be 50% of the top score, but pp system doesn't notice, and gives me full pp.
This also means that if I am to play, say, The End of a Century with no mod, there go my chances of playing it with EZ DT and instead I have to work for my pp playing it with DT, giving me a direct disadvantage than if I would have played with EZ DT.
Here goes the same problem with HD/HR. Since HD gives more pp than HR on most maps due to ranked maps being mapped with OD5. How do I beat my HR SS scores with HD? It should display in the scoreboards the maximum score play. but count the best pp play in your profile. Or just sort the scoreboard so the highest pp play = top score of the map.OzzyOzrock wrote:
This also means that if I am to play, say, The End of a Century with no mod, there go my chances of playing it with EZ DT and instead I have to work for my pp playing it with DT, giving me a direct disadvantage than if I would have played with EZ DT.
This will be the case in the future. This multiple score leaderboards feature is ready to be implemented, but they can't implement it for the moment.TimmyAkmed wrote:
Here goes the same problem with HD/HR. Since HD gives more pp than HR on most maps due to ranked maps being mapped with OD5. How do I beat my HR SS scores with HD? It should display in the scoreboards the maximum score play. but count the best pp play in your profile. Or just sort the scoreboard so the highest pp play = top score of the map.OzzyOzrock wrote:
This also means that if I am to play, say, The End of a Century with no mod, there go my chances of playing it with EZ DT and instead I have to work for my pp playing it with DT, giving me a direct disadvantage than if I would have played with EZ DT.
@ppy Do you have any plans on allowing multiple scores per map? If you are, when about will it be implemented? –zargotlewlTom's answer from 5 days ago : http://ask.fm/Tom94/answer/131223922638
There’s a few areas that need some overhauling before this can go live, even though most of the infrastructure already supports this.
General Ranking Criteria wrote:
The difficulties in the mapset must be in a consecutive order. Easy or Normal can be skipped if the gap in the star rating spread allows it. The order can be seen in the chart below. If your mapset has two difficulties, one of them cannot be an Insane or Expert
Lately I doubt even this. We've heard no news or progress in the past months, and considering http://ask.fm/Tom94/answer/133131856078 I'm really not quite sure what the current plans are in terms of working on pp for mania, let alone Taiko.OnosakiHito wrote:
Currently developers are having an eye on mania.
same hereSKSalt wrote:
What was changed about Taiko pp system? I just got free 46pp lol
I want to know more details about that
This map is OD10 but pp is HD>>HR=none. okay._Gezo_ wrote:
Map : https://osu.ppy.sh/p/beatmap?b=776951&m=1
This is fucking stupid. HR is worth nothing. This proves that HR pp is solely based on OD, literally nothing else. And what's even worse is that I personally checked the algorithms and I did find that HR has the least bonus of all three non-time-based difficulty-increasing mods.
Yes, but I had not yet said own opinion about this. So I just posted (similar to other opinions though)dewero wrote:
The thing is, all of these issues are already known by most of the community, and continually raising them isn't going to benefit as much. What I think we should start doing is develop a formal algorithm to more accurately determine the start rating and pp curves of a given beatmap and to address the many issues raised by this thread. That way, someone can create a new pp-calculator implementing this algorithm that can potentially replace the current system
thats literally what i'm trying to do but the program just won't rundewero wrote:
The thing is, all of these issues are already known by most of the community, and continually raising them isn't going to benefit as much. What I think we should start doing is develop a formal algorithm to more accurately determine the start rating and pp curves of a given beatmap and to address the many issues raised by this thread. That way, someone can create a new pp-calculator implementing this algorithm that can potentially replace the current system