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?
I agree...

Play for fun every maps and don't give up ....
Enjoy!

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
8 years ago a bad thing happened... More seriously, 8 years ago when the multipliers were decided the mapping meta was quite different with higher CS and lower AR. On these sort of maps HR is harder than DT but mapping has since evolved while scoring and mods have stayed the same.Cipse wrote:
Does anyone know why the score multiplier of DT is lower than that of HR, considering that an SS with DT gives more pp than an SS with HR - or even HDHR, for that matter.
Just wondering, because if someone gets a DT FC then does a HR FC of the same map, later, they'll lose pp
Fucking 3 years ago still true AF119410501 wrote:
Remove PP rankings.
I disagree about the current aspects regarding hard rockversus DT doubletime. A big problem with that is that even with hidden doubletime if you get a Max spin with hard rock you cannot beat it with HD DT unless the map itself has more bananas with double time then it or no mod than it does with hard rock even then it's a stretch a huge problem these days is players like myself as well as higher tier players who have done at least One HR score on any given map and cannot go back to beat it with DT when they feel if they are able to FC. Unless you are referring to a couple of maps even then it's debatable that HR is ever harder than double time referring to a high-ish tier PP play even if you take ExGon's utage HR one miss which is insane don't forget that it would be three times as crazy to FC or SS that with double time even 10 miss would be considered overjoy tier. If you an HD HR FC on oriental with a very good spin and are unable to beat it with HD DT can't you see something is wrong with that?? Hard rock is a garbage mod I am sorry (Not sorry) to everyone that was offended by that I'm sorry to all the farmers that have gotten very far in a broken PP system that's meaningless and spent years learning the mod that is overglorified no mod and that their speciality and their mod of choice is completely and entirely and undebatabley easier than double time if you compare on average a 4 to 5 star map plus with either hard rock or double time on at least AR nine these players who will strive to push the physical speed that can be achieved in CTB will forever be unrewarded due to an inferior mod that everyone seems to like way too much. Just remove PP entirely if you were going to say that hard rock should be a higher multiplier than DT. At that point it's broken beyond all belief and I have lost all hope. Some people will call this. Post salty due to me not having more than a few HR plays but at the end of the day it's simple facts distorted scythe with hard rock how many players have done that quite a few how many players have done it with doubletime NONE I could either list every other PP map that is been FC with HR or I can not at all because if I need to elaborate any further or you all have serious mental issues and should get yourself checked. OK that was salty but what do you want from me I'm just a guy who's spent 2 1/2 going on three years of my life playing a game that not only was already broken but continues to deteriorate to this day even beyond all repair or any kind of hope can save it's integrity. Has the game been and continues to be today, a waste of time as far as ranking or scoring yes! Is it a waste of time as a fun minigame? yeah in that case enjoy yourself but if you look for any other merit beyond that go play something other than CTBSorcerer wrote:
8 years ago a bad thing happened... More seriously, 8 years ago when the multipliers were decided the mapping meta was quite different with higher CS and lower AR. On these sort of maps HR is harder than DT but mapping has since evolved while scoring and mods have stayed the same.Cipse wrote:
Does anyone know why the score multiplier of DT is lower than that of HR, considering that an SS with DT gives more pp than an SS with HR - or even HDHR, for that matter.
Just wondering, because if someone gets a DT FC then does a HR FC of the same map, later, they'll lose pp
There was some work done behind the scenes by Tom94 to allow for you to have more than one score on the same map for different mod combinations. Your highest score would show up on the leaderboards but you would have the pp from your highest pp play but I believe this has been shelved due to a large increase in time to retrieve scores ingame.
ScoreV2 currently has a 1.1x multiplier for HR and a 1.2x multiplier for DT. This would mean even a HDHR score would be beaten by just DT but we don't know how far away it is from being implemented into the game fully. In the meantime you just have to avoid overwriting DT scores with HR, though HDDT does beat out HR so if you can play HD not all is lost.
Ehhm, they never said anything about that, only that HR was considered a harder mod 8YEARS ago, which i would think to be true considering the wacky spacing and high CS of old maps in the beginning of osu!.Amlink wrote:
Just remove PP entirely if you were going to say that hard rock should be a higher multiplier than DT.
I was aware they didnt say that "I disagree about the current aspects regarding hard rock versus DT doubletime." i was just taking what they said and using that to state my point and have some context to my post. it wasn't a direct response to them but it was simply using the topic they had already established as a way to get some background info on what I was writing about.Kingkevin30 wrote:
Ehhm, they never said anything about that, only that HR was considered a harder mod 8YEARS ago, which i would think to be true considering the wacky spacing and high CS of old maps in the beginning of osu!.Amlink wrote:
Just remove PP entirely if you were going to say that hard rock should be a higher multiplier than DT.
From Responses Peppy gave regarding the PP System, he himself and the Dev Team would probably be too out of touch with the current Stance of what the community deems "difficult" and so on. For the most part they are just waiting for someone to make an attempt on finding a better alternative or a "fixed/optimized" new PP-System.eldnl wrote:
Is the pp system going to be fixed in ctb some day?
Kingkevin30 wrote:
From Responses Peppy gave regarding the PP System, he himself and the Dev Team would probably be too out of touch with the current Stance of what the community deems "difficult" and so on. For the most part they are just waiting for someone to make an attempt on finding a better alternative or a "fixed/optimized" new PP-System.eldnl wrote:
Is the pp system going to be fixed in ctb some day?
But from how people have accustomed to the "ppv2-Fix" System that we had now for years, I would guess that many people wouldn't even want to have a more balanced system.
Since High CS & Sharp Spacing have pretty much fallen out of interest, in exchange for more rapid hypermovements, Hyperchains, and High Decimal AR that already gives its on 10% SR/pp bonus.
So yea, i wouldn't think that we will see any change soon.
Ohh ok, maybe i skipped over that, since I got my information from the coffee hour aswell.Zak wrote:
Actually, from what I heard skimming through the most recent coffee hour, they plan to rework the system some with help of the community members, so hopefully by the time lazer has a full release, we'll have a new pp system ready to go.
Wow such a constructive comment you've saved us all by yourselfAmlink wrote:
remove pp ranking from ctb game mode and make it a good place to be again
thx i knew i could help if i just put my mind to it im so glad i could figure out a way to resolve this horrible dilemmaZak wrote:
Wow such a constructive comment you've saved us all by yourselfAmlink wrote:
remove pp ranking from ctb game mode and make it a good place to be again
ignore almost the entirety of what makes this game community bad and toxic with egos the size of planets yeah ill try to do that ... basically like a doctor saying im sorry the cancer is so bad just ignore it youll be fine im sure it hurts but just ignore itGauderique wrote:
Just ignore the pp ranking and play the game?
this is just a very bad argument in general. You can ignore people with egos and play the game for fun, you can't ignore cancer lol. You can very easily play the game the way you want to play it, by ignoring pp and setting cool scores, but for people with competitive drive, whether the system is flawed or not, the pp system is the base as to why some people play the game. There's no need to just randomly shit on anyone who happens to care about the number just because you don't.Amlink wrote:
ignore almost the entirety of what makes this game community bad and toxic with egos the size of planets yeah ill try to do that ... basically like a doctor saying im sorry the cancer is so bad just ignore it youll be fine im sure it hurts but just ignore itGauderique wrote:
Just ignore the pp ranking and play the game?
Ascendance wrote:
this is just a very bad argument in general. You can ignore people with egos and play the game for fun, you can't ignore cancer lol. You can very easily play the game the way you want to play it, by ignoring pp and setting cool scores, but for people with competitive drive, whether the system is flawed or not, the pp system is the base as to why some people play the game. There's no need to just randomly shit on anyone who happens to care about the number just because you don't.Amlink wrote:
Just ignore the pp ranking and play the game?
ignore almost the entirety of what makes this game community bad and toxic with egos the size of planets yeah ill try to do that ... basically like a doctor saying im sorry the cancer is so bad just ignore it youll be fine im sure it hurts but just ignore it
This whole "delete pp and the game will be fun again" is so boring these days. PP won't ever be deleted, no one ever proposes any decent change, and the same overly vocal and ultra minority are the only people who want this to happen. Get over yourselves and deal with it (or even better, just don't play!)
ignoring pp would be not an option because you play for it or most users !! Also your explaining is not bad but what I mean is simply that we need 2 own ctb pp systems one calculated for ctb (right now is a good system for it) and one for convertsSkyleia wrote:
idk make it somehow so basically a jump which is not quite a hyperdash but is very far away is considered as more difficult than hyperdashes?
idk now it looks like it's something like this:
right now pp system is (most likely) based purely on distance, so a map focused only on pixel jumps is completely underrated
make it something like this instead:
so that a furthest pixel jump is rated as much as cross-screen jump, that is not the solution but will most likely help with many converts
also ignoring pp is of course an option, but it definitely wouldn't hurt if it was a little better
It's kind of hard to just ignore something that the entire community is obsessing over, but there really isn't a good change offered. The community just needs to learn that rank doesn't mean anything when it's just as easy to get 500pp as it is to get 800ppAscendance wrote:
this is just a very bad argument in general. You can ignore people with egos and play the game for fun, you can't ignore cancer lol. You can very easily play the game the way you want to play it, by ignoring pp and setting cool scores, but for people with competitive drive, whether the system is flawed or not, the pp system is the base as to why some people play the game. There's no need to just randomly shit on anyone who happens to care about the number just because you don't.
This whole "delete pp and the game will be fun again" is so boring these days. PP won't ever be deleted, no one ever proposes any decent change, and the same overly vocal and ultra minority are the only people who want this to happen. Get over yourselves and deal with it (or even better, just don't play!)
remove ppAxiaan wrote:
I didn't see the today's post of Amlink about pp
remove pp not the game remove ppSeph wrote:
how about we just remove osu in general hmmmmmMMM
neither do the new thousands of people who will never get to know the true game without this farming meta back when i could proudly tell people i played osu now its a joke and anyone i mention it to finds out about how rank works and finds out about how the community is compared to what he or she has heard before and they drop it immedaitly its very selfish for so many users to care so much about something that only has poisned and ruined what i believe ctb was and could still be what a shame that so many people would rather have a number than a chance to save the game and restore it to the second home so many of us spent our time inAxiaan wrote:
My image was just a joke about Amlink
I don't support his idea about pp