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Performance Points feedback and suggestions (Standard)

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silmarilen

Tess wrote:

I guess Jesse's point about fast streams with low spacing being underrated still hasn't been addressed.
That was mostly talking about 270+ bpm tho. World's end doesn't reach that.

xxjesus1412fanx wrote:

that having non-existent acc like 60% or something that shows they didnt even really play the map does more than just forego all acc pp, it reduces the overall pp of the score by a lot.
I do believe that extremely low accuracy already lowers your total pp beyond what you could lose from just having bad acc, at least tp did. It was not a lot (like 10% or something? random number i pulled out of my ass) but it did certainly happen.
Scarlet Evans
On Wiki page, accuracy is said to make up for just a small margin of the "Speed" and "Aim" PP score sections, but is this really true?

How would you define the "small margin"?
Maybe 0%-5%? Or 0%-10%? In pharmacology, sometimes even 0.1% chance for medicine to poison people can be unacceptable. However, in osu!, this "small margin" can be much, much higher than 5% or 10%, comprising quite a big part of "Speed" and "Aim" score sections.

I don't want to give exact examples and numbers, but how big this {small margin} is? Should it be really called the {small margin}?

I understand that it can help in preventing people from farming PP from a long "lucky streams" on parts of very hard maps, but they would still need to deal with misses, which can wreck your overall score pretty badly.
It's just that small margin sounds as it really is small margin, while it doesn't necessarily need to be. Maybe we could get some more explanation on this matter, or the formula's sketch could be just more precise in wording? Even if something can be near negligible on high accuracy, it can be a major thing at lower ones.
Full Tablet

Scarlet Evans wrote:

On Wiki page, accuracy is said to make up for just a small margin of the "Speed" and "Aim" PP score sections, but is this really true?

How would you define the "small margin"?
Maybe 0%-5%? Or 0%-10%? In pharmacology, sometimes even 0.1% chance for medicine to poison people can be unacceptable. However, in osu!, this "small margin" can be much, much higher than 5% or 10%, comprising quite a big part of "Speed" and "Aim" score sections.

I don't want to give exact examples and numbers, but how big this {small margin} is? Should it be really called the {small margin}?

I understand that it can help in preventing people from farming PP from a long "lucky streams" on parts of very hard maps, but they would still need to deal with misses, which can wreck your overall score pretty badly.
It's just that small margin sounds as it really is small margin, while it doesn't necessarily need to be. Maybe we could get some more explanation on this matter, or the formula's sketch could be just more precise in wording? Even if something can be near negligible on high accuracy, it can be a major thing at lower ones.
If those parameters haven't changed since TP, the accuracy percentage determines a factor in the Speed and Aim values.
Accuracy Factor = 0.5 + (Acc%)/200%
So a 100% accuracy play has a factor of 100%, a 80% accuracy play has a factor of 90% (if there are no misses)
Reyvateil

xxjesus1412fanx wrote:

snip
Not as easy as you're thinking, pressing K1 locks M1, so you must have a godlike technique to mash keyboard and mouse/tablet at the same time without having this issue.
Endaris
By now I reached the point where I would prefer ppv1 above ppv2.

ppv2 has an extreme influence on how osu! is received and played by new players(kind of including myself).
With some delay it also spread into maps so that we can "enjoy" some ridiculously stupid maps for tons of pp and close to 0 original value.

I'm sure Tom and peppy had the best intentions but the influence of pp on the development of the game looks very negative for me.
Yuudachi-kun
I think you're projecting your percievement of enjoyment onto others
Endaris
Has nothing to do with my perceivement of enjoyment. Whether it is the enjoyment to climb ranks or get good scores on harder and harder maps, ppv2 is not a necessity to enjoy either of these and it would work with ppv1 just as well.
There's no doubt that ppv2 has a severe influence on how the community and its content develops. That's what I dislike about it, not ppv2 itself.
Yuudachi-kun
But what's wrong with that? Why should people have to create content in some way that you won't that may not may not be for a specific purpose? In my opinion people can be free to create what they want for whatever reason. If someone makes a pp map, fine. If someone makes a map that doesn't give pp but is fun, fine.

If a map is only played for pp then abandoned, so what? If someone really actually likes a map, they'll play it regardless of pp or whatever and play it fairly often. And that doesn't need to be every or even the majority of maps.

There's also some opinion that maps that give pp are somehow inferior just because of this aspect, but I think that that's the complainers not able to divorce the actual map from the idea of pp.
GhostFrog
perceivement
It's perception, dammit
Yuudachi-kun

GhostFrog wrote:

perceivement
It's perception, dammit
Endaris

GhostFrog wrote:

perceivement
It's perception, dammit
I'm sorry. I'll try to do better next time.

@Khelly: Players are preselecting maps based on the pp they give. Good maps might not get as much recognition due to a low reward while Tillerino keeps leading players into a one-way road of pp-maps. The problem is not that pp-maps are bad, the problem is that maps that don't follow a style that favors pp will see significantly less plays in favor of pp-maps for that reason.
On the other hand new players will grow up with exactly that maptype in mind and guess what happens if they map something - they will replicate exactly that type of map without ever seeing something else. Over time diversity in maps will die.
While this is more of a worst-case-scenario I'm 100% sure that this happens on a smaller scale and the longer it happens the larger the effect.
-Makishima S-
Higer pp score despite map score (which is ppv1 thing) still isn't calculated into top rank. Just saying.
At this moment i could say we have ppv1 mixed with ppv2.

Loosing ~20pp on a map becouse 97,1% acc have like 100k more score than 98,8% acc is heavy anti-fun and demotivating to play more.
Curdi
I lost PP and rank after I improved my combo + acc on a map. Peppy pls
E m i

Curdi wrote:

I lost PP and rank after I improved my combo + acc on a map. Peppy pls
higher miss count?
DroidBass
Ehm after tryharding this map for a week I got only 188 pp from this play S3RL - Bass Slut (Original Mix) at Fort's light insane. It's a way too inappropriate considering it requies some 263 bpm single tapping/alternating and tricky patterns but with small spacing between them.
Hozume
oh nice
Florrow
Just as skillful as it should be.
PP gain is based on accuracy, combo, and diff, but also on your ranking.
great job :^)
Vuelo Eluko

ReynBolt wrote:

Ehm after tryharding this map for a week I got only 188 pp from this play S3RL - Bass Slut (Original Mix) at Fort's light insane. It's a way too inappropriate considering it requies some 263 bpm single tapping/alternating and tricky patterns but with small spacing between them.
nonexistent acc
Alea
I had a song with no full combo complete but with high acc , then I did it with full combo but with a little bit less of accuracy than before, and I lost pp and ranks ..

I'm done .. why ?
Endaris
Combo has a linear scaling with pp but acc scales exponentially. Just look at Tillerino's pp-graphs on reddit.
Vj-Agung
What happened? whether the performance pp has been obtained may be reduced by the osu? I experienced it, pp perfomance i somehow reduced because of what?? :( :( :( :( :? :? :?:
Mahogany
Probably because you set a higher-score lower-pp score on a map you already had a score on
dung eater
combo should have a scaling based on map difficulty spread of the map on a combo axis.

you can calculate what combo is required to guarantee a guy fcd a hard part in a map for sure.

calculate the easiest part he could have fcd for 10, 20, 30, 40, --- , 100% combo, make the combo pp scale based on that

this would only result in profit, unless you look at replay data for the specific points at which combo was lost.


so this would make getting 75% combo on a map with the hard part in the middle worht more than 75% combo in a map with the hard part in the end. makes sense. it was suggested earlier but i just wrote it again
-Zayto
DT is over rated
-Makishima S-

-Zayto wrote:

DT is over rated
No.

OD 9.75 is difficult so no, it's not.
Yuudachi-kun

-Zayto wrote:

DT is over rated
Judging from your level of play of DT being Suklapallit or lower, I'd say yes.
dGeist
Just wonderin why do some of my scores have a star next to them?
DeathHydra

dGeist wrote:

Just wonderin why do some of my scores have a star next to them?
Because your score is top 500 on that map. People can download your replay of that map just by clicking the star
mrburns123
I just lost some pp, because I got a HR-Score (94.32% accuracy with FC) which replaced a DT-Score (86.62%, not FC).
The HR-play had a higher score and therefore was submitted. But the pp-rating of the HR-play was so low, that it doesn't even show up in my top ranks.
Kind of frustrating, even if the pp-rating is just a number on the screen.

I just wish, that there was a way to select a previous score and resubmit it again.
Otherwise I always have to be worried for my pp, if I play a map with a different mod.
uberpancake

mrburns123 wrote:

I just lost some pp, because I got a HR-Score (94.32% accuracy with FC) which replaced a DT-Score (86.62%, not FC).
The HR-play had a higher score and therefore was submitted. But the pp-rating of the HR-play was so low, that it doesn't even show up in my top ranks.
Kind of frustrating, even if the pp-rating is just a number on the screen.

I just wish, that there was a way to select a previous score and resubmit it again.
Otherwise I always have to be worried for my pp, if I play a map with a different mod.
The fix for this is underway.
E m i

uberpancake wrote:

mrburns123 wrote:

I just lost some pp, because I got a HR-Score (94.32% accuracy with FC) which replaced a DT-Score (86.62%, not FC).
The HR-play had a higher score and therefore was submitted. But the pp-rating of the HR-play was so low, that it doesn't even show up in my top ranks.
Kind of frustrating, even if the pp-rating is just a number on the screen.

I just wish, that there was a way to select a previous score and resubmit it again.
Otherwise I always have to be worried for my pp, if I play a map with a different mod.
The fix for this is underway.
For years.
Mahogany
osu!next will never come out
[ -Neon- ]
@Khelly: Players are preselecting maps based on the pp they give. Good maps might not get as much recognition due to a low reward while Tillerino keeps leading players into a one-way road of pp-maps. The problem is not that pp-maps are bad, the problem is that maps that don't follow a style that favors pp will see significantly less plays in favor of pp-maps for that reason.
On the other hand new players will grow up with exactly that maptype in mind and guess what happens if they map something - they will replicate exactly that type of map without ever seeing something else. Over time diversity in maps will die.
While this is more of a worst-case-scenario I'm 100% sure that this happens on a smaller scale and the longer it happens the larger the effect.
you are overthinking this way too hard, people will always come up with new ideas to make new sorts of maps and everyone maps in his own way.
there will always be pp maps because some maps are just easier to fc with high diff (in terms of pp system) then others, but nonetheless people will keep making bad ass maps in the future
Dianthus
Idea about changing OD and therefore pp gained.

First of all, let me explain what I think OD is and why it's needed. OD (Overall Difficulty) is a numerical value which dictates how accurately one has to press the circles and sliders. OD for sliders is more lenient, as you can press the slider beginning in the whole time window, and still receive a 300 for it, assuming you don't miss the ending and/or the slider ticks. OD is necessary so we can calculate accuracy and through it a miss can be defined (not hitting in time/hitting to early).

Now that's cleared, I'll explain how I see OD working at the moment. Currently, no matter how accurately you click the circles, if OD is 7, there really is no distinction even if you click as if OD was 9. What I mean is, with OD 7 one can press quite sloppily, and still gets the same amount of pp as one, who clicks very accurately.

What I want to change is that base OD of a map will remain, to keep calculating scores as is, but change the way pp is gained depending on how accurately you can click. Also, make OD user definable (for their convenience, so they can see when they start messing up), but OD can only be set as the what the mapper has set it, or above that. So basically, when a map gives 100 pp with OD 7 and 100% accuracy, when a user FCs the map with 100% accuracy and OD 9, they get 110 pp (random pp values). So if two players FC SS the map, but one does it with OD 7, the other with OD 9, they will get the same score, but the OD 9 player gets higher pp for it.

However, I don't want to calculate pp from user set OD, but rather the timing standard of their clicks. By timing standard I mean the absolute value of time difference between each click and time when it's supposed to be clicked added up and then divided by the amount of circles.

Basically Timing Standard = abs(real time - click time) *clicks / circles.

I used circles because currently sliders don't depend much on timing, but could be added as well.

And that Timing Standard would be used to calculate pp instead of accuracy based on OD. Minimum PP gained from FC SSing a map with mapper set OD will stay the same, just that the more accurate one clicks, the more pp they will get.

Sorry for the sloppy English, just wanted to get the idea across.
bunnyluvr3000
I'm just a simpuru guy that likes rhythm games and doesn't take ranks and mis-rhythms toooooooo seriously... but I wish I could keep my (-) 50,000 rank going above the (+) 50,000 rank Q _ Q
Dianthus

bunnyluvr3000 wrote:

I'm just a simpuru guy that likes rhythm games and doesn't take ranks and mis-rhythms toooooooo seriously... but I wish I could keep my (-) 50,000 rank going above the (+) 50,000 rank Q _ Q
Well yeah, I'm pretty much the same. All I want is to stay in country #50, anything else is just a bonus. I just thought that the high level players would find that a nice change, since it's actually there where it would matter.
silmarilen

Hedgeturtle wrote:

Idea about changing OD and therefore pp gained.

First of all, let me explain what I think OD is and why it's needed. OD (Overall Difficulty) is a numerical value which dictates how accurately one has to press the circles and sliders. OD for sliders is more lenient, as you can press the slider beginning in the whole time window, and still receive a 300 for it, assuming you don't miss the ending and/or the slider ticks. OD is necessary so we can calculate accuracy and through it a miss can be defined (not hitting in time/hitting to early).

Now that's cleared, I'll explain how I see OD working at the moment. Currently, no matter how accurately you click the circles, if OD is 7, there really is no distinction even if you click as if OD was 9. What I mean is, with OD 7 one can press quite sloppily, and still gets the same amount of pp as one, who clicks very accurately.

What I want to change is that base OD of a map will remain, to keep calculating scores as is, but change the way pp is gained depending on how accurately you can click. Also, make OD user definable (for their convenience, so they can see when they start messing up), but OD can only be set as the what the mapper has set it, or above that. So basically, when a map gives 100 pp with OD 7 and 100% accuracy, when a user FCs the map with 100% accuracy and OD 9, they get 110 pp (random pp values). So if two players FC SS the map, but one does it with OD 7, the other with OD 9, they will get the same score, but the OD 9 player gets higher pp for it.

However, I don't want to calculate pp from user set OD, but rather the timing standard of their clicks. By timing standard I mean the absolute value of time difference between each click and time when it's supposed to be clicked added up and then divided by the amount of circles.

Basically Timing Standard = abs(real time - click time) *clicks / circles.

I used circles because currently sliders don't depend much on timing, but could be added as well.

And that Timing Standard would be used to calculate pp instead of accuracy based on OD. Minimum PP gained from FC SSing a map with mapper set OD will stay the same, just that the more accurate one clicks, the more pp they will get.

Sorry for the sloppy English, just wanted to get the idea across.
That's a long wall of text for asking acc to be determined by unstable rate instead of accuracy %. It's been suggested/asked before, and i believe UR isn't saved anywhere (that's why you have to rewatch a replay to check it) so it can't be used right now.
Ashens
Sorry if this is not really related to Performance Points but I will submit it anyway... I was looking on https://web.archive.org at old osu! sites out of pure curiosity, I selected the earliest date I could find, which was 11th October 2008, and I obviously saw the site had changed a massive amount. Although once looking through the site in its entirety I realized there was no sort of ranking system or PP system as a matter of fact. I continued to a random date, 13th September 2008, and looked at the player ranking. I saw the usual people like Saturos, tobebuta and Cyclone e.t.c But one thing I realized straight away is there are tiny red or green arrow's and a number next to a players name, surely indicating whether they have gone down or up in ranks recently. Go too https://web.archive.org/web/20080913014 ... yerranking for the example I am looking at here.

Conclusion
I would really think it would be a good idea too reintroduce those rank down/upscale arrows and the amount of ranks they have down/up-scaled because it might not seem like it but It really does interest people like me who wants an easy way too view a players progress (without going on to https://web.archive.org and doing it manually)

Thanks ^_^ xxx
snyviper
Quick overral suggestions here...

Increase PP gained with Lower AR +HD.
Drastically increase AR 9,8+ PP on easier beatmaps when player gets lower accuracy (being able to FC HR at that level is impressive).
Decrease PP gained by lower BPM DT beatmaps, increase PP gained by higher BPM DT beatmaps.
Either Increase PP gained with flashlight, or decrease its score multiplier (I dislike the fact that there are a lot of #1 players with lower PP gained from that beatmap).
Drastically increase DT score multiplier, to something like x2,5 (I did a few calculations about PP gained for that), increase HR score multiplier to x1,2, increase HT multiplier to x0,45, increase EZ multiplier to x0,65, and increase NF multiplier to x0,7 to match PP gained (Except for NF).

(I'm aware of Score v2 current multipliers)
Tifa
everything is fine :D
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