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Performance Points feedback and suggestions (Catch the Beat)

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Vespa1979

CLSW wrote:

It would be impossible to remove pp ranking system on ctb :P
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! :)
Axiaan
Fun > pps.
Pps are just a number, fun is a sentiment.
Why people prefer a number as a sentiment ?

(If you say : why you say that, you're a farmer, you've 5000SS+ --> I like farm, so I have fun when I play. ^w^)

And I'm #730 now, but my skill is for a #900 guy. I can't play mods and better as people around my rank, so the pps system is good, but it doesn't show the real skill of the player.
I'm sure, a #150 can be better as a #80, and there +700pp of difference of actual #80 and #150. x)
Laharl
Someone's ego is stronger than its not-working brain.
PakaChan
Please make ctb specific maps give 0pp ty
Zak
Why not just make everything give 0pp except for Bill Nye The Science Guy
Dianthus

Zak wrote:

Why not just make everything give 0pp except for Bill Nye The Science Guy
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.

PakaChan wrote:

Please make ctb specific maps give 0pp ty
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.
Vespa1979

-PM- wrote:



---------------------------------------------------------------------------------------------------------------------------------------------------------------------------



FL ....!!! WOW
lineqtxz


difficulty reduction...
eldnl
malo culiao
Rockageek

PakaChan wrote:

Please make ctb specific maps give 0pp ty
I follow this way of thinking, imo the actual pp system is so wrong and new ctb maps are abusing of it.
TAG4 diffs doesn't give enough pp for example :')

Seriously, it's not because there is alot of hyperdashes that the map is hard.
Full HDash map -> over 5 stars
NoHdash map full of technical shitpatterns -> under 4 stars (I wanna say less than 3.5 but there is exceptions).

Of course the second map is way harder and gives way less, even if you SS FL or HD HR etc...

Tom94 maybe doesn't care at all.
He should create a poll or ask alot of pro players about all of this to correctly scale a new pp system for ctb that would be much less broken than this one.
Granger
Id wager its the same issue as with standard, the difficulty system does not account for patterns, only how far the notes are apart from each other, both in time and placement.
Seph

ShyeartFanGirl wrote:

Tom94 maybe doesn't care at all.
It's not that he doesn't care, he's busy and CtB is pretty much low priority for him (I think, compared to other gamemodes) since technically we have a better star system than taiko and o!m
serenity_P
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?
Equim

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?
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.
He Ang CTB
First of all I would like to thank Tom for putting in effort to make a change to the CTB pp system to begin with even though there are rooms for major improvement.

Here's how I dissect the problem with pp: (Umineko style :3)

Red statement: Core conclusion
Blue statement: Sub conclusion
Gold statement: Final conclusion

1. A good pp system is where the system credits map purely dependent on difficulty, and scale the rewards in pp proportionately. In other words, a more difficult map should always get more pp than an easier map no matter what, and ideally if Map A is twice as hard as Map B it shall reward twice as much of pp, or whichever proportion that is most fit be it purely multiple or logarithmic or exponential. I don't think anyone disagrees on this point.
Conclusion (1): Harder map = more pp

2. CTB is absolutely timing based just like Taiko and Mania. Unlike say Osu!Standard, where clicking on time (rhythm ---> time accuracy) and clicking at the right place (aim ---> spacial/positional accuracy) are two separate parameters. Having either variable heavily compromised will result in a miss no matter how good the other variable is being mastered. E.g. a perfectly timed click at a completely wrong place will always be a miss, a perfectly positioned click at a completely wrong timing will always be a miss as well. However for CTB, if one pressed the keys perfectly in time, one will never miss no matter what. That's because the platter moves at a fixed speed, and all combos unreachable with that speed will be caught with a hyperdash. Therefore the only parameter that affects CTB gameplay is the timing where the keys are being pressed (and held on to).
Conclusion (2): Timing = Everything in CTB

3. Since timing is the only affecting factor for CTB, then the more stringent the timing window the more difficult the map is to FC, therefore, is harder and deserves more pp.
Conclusion (3): Less forgiving timing window = More difficult = More pp

Mapping factors that affects timing/difficulty:

4. An AR too high requires great reaction speed, therefore can cause delay in a player's timing in pressing the keys correctly.
Conclusion (4): Extremely high AR deserves more pp.

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.
Conclusion (5): Extremely low AR deserves more pp.

6. High HP drains doesn't affect the key-press timing at all, but it multiplies the consequences of not being able to keep in time, which is to entirely fail the map.
Conclusion (6): Higher HP deserves more pp.

7. High CS makes the fruit hit-circle smaller, thus there is less room for mistake in terms of the position of the platter, since position of the platter is absolutely controlled by the timings of the keys pressed, the higher the CS the smaller the error in key-press timing there can be. Therefore a very high CS is very difficult.
Conclusion (7): Higher CS deserves more pp.

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.

9. Longer maps require a player to consistently hit the timing window despite the long duration, it requires more timing accuracy as compared to if the map was shorted. Thus more difficult.
Conclusion (10): Longer maps deserve more pp.

Clearly from the explanation above you can see which factor affects the gameplay difficulty the most, at I will list it as my final conclusion.
Conclusion (11): Arranged in order of greater pp emphasis: Pattern OD > CS > AR (high/low) > HP > Meter OD = 0

Of course there are a lot more questions left unanswered by my conclusions.
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?
And many more questions. Which I hope we can discuss in an mature and constructive manner in the future.
autofanboy
Not really agree that a high HP would award more pp.

If the player can full combo the map, the HP is not useful, and so he/she can still get the same amount of pp. So making HP as a measurement of pp amount, won't affect the system basically, maybe it is just more tolerable to the new players.
Axiaan
I agree for all you said, except for one point :

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.
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.
I think, with the AR you want, if you know the song, you can clear it.
I know, EZ and HT mods are never used because it earn not a lot of pps, but (it's MY opinion) it's normal : it's low, so we are able to play it more easily as high AR, or we can see where the fruit will fall, unlike with high AR.
I know some people who can play "easily" with an AR under 6 (for exemple, I can play with AR0/AR1) so I don't think it's a problem.
And imagine, a lot of players plays Renard - Banned Forever [Nogard] with EZFL mod, and they earn (if SS) 305pp. 305pp with EZ mod, imagine if it earn more pps ? +400pp for an easy song with EZ mod ? That's unfair.
Same for beatMARIO - Night of Knights [TAG4] with EZFL mod, they earn 311pp for that. 311pp with EZ mod, I think it's a lot, even if the map is a little bit hard, above 300pp with EZ mod is too much.
(thanks to Emiru for the pps scores, haha)

EZ mod is maybe hard in Osu!Standard mode, but in Osu!CatchTheBeat, it's "pretty" easy. I don't think it need an upgrade.

And for the end, I answer to yours questions, quickly :

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
He Ang CTB
Thanks AFB & Axiaan for the constructive feedback XD

@AFB I think as for HP it deters people from playing certain map D: For example I won't play Big Black because I know I will fail badly, but if it has super low HP I would probably have made an record on it D: Also I can think of it this way: If a song only allow maximum of 1 miss to pass, it has a lot more timing accuracy required as compared to a song that can tolerate 20 misses in a row. Therefore the benchmark on timing is higher, therefore more difficult and thus deserve more pp (slightly). It's like a test that initially can pass by getting 50/100 marks, now the requirement is to get 95/100 to pass, the test is certainly tougher even though nothing about the questions themselves changed a single bit, but those who can pass the second test requirement should ultimately be credited more than those who can pass the first test requirement, that's how I saw it. Of course if you can get 100/100 the passing mark means nothing, but having high benchmark sure filtered out many people who are just not up to standard yet. Still I agree that HP should play the least importance in pp calculation as stated by you :3

@Axiaan Well EZ is actually VERY difficult for me D: In fact more than half of the time I can clock more score on AR10 than AR5 doubled OTL For the given example of Banned Forever I can get 700+ combos on it till the cancer part but can't even pass 100+ combo on EZ DT *dies* But I recognise your point that low AR might not be as difficult as high AR in many scenarios as well. Like when I just began as a new CTB players I could do AR5 HD like I'm the king of low AR, but those were nothing compared to things like Airman. I guess I just grew out of it and have gotten used to much faster ARs :C I guess it's just up to the individuals then D:

Also I added the point on my original post about long maps and why longer maps deserve more pp C:
PakaChan

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.
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.

Rather than a hyper nerf or buff, i propose a non-hyper buff, a non-hyper jump seems to be harder the closer it is to being a hyper but once it's a hyper it's easy. Bonus points if you just come out of a hyper before this. Exgon agrees (kinda): http://ask.fm/ExGon/answer/121910772785
Graph
(numbers aren't very accurate and are there just to give the basic idea)

Aside from that, i see a lot of people saying that EZ should be nerfed but really, the only map that seems like an issue is banned forever which isn't exactly an EZ-issue but rather the algorithm thinking the hell-ish pattern can't be done without standing still. Fix that part of the algorithm and ez will be fair. EZDT on high cs already gives less pp than nomod, as for low cs, i think ezdt is harder.

Of course there are a lot more questions left unanswered by my conclusions.
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?
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.
2. Subjective. Everyone will find AR they aren't comfortable hard.
3. Emphasis on "patterns". Pattern detection is a huge problem in standard and it will be. Tom attempted to detect neu-like patterns which made stuff like banned forever EZ rated so highly. There's a ton of patterns that you'd have to detect but i guess the most common ones are stairs.
6. Depends on the map.
7. Right now, for HR: the algorithm simply recalculates the entire map as if it's a new difficulty. HD bonus seems fine, maybe needs a buff for high cs. Not sure how DT works or how it's supposed to work.
8. Spinners do not and should not affect pp. Droplets only seem to be a real issue on shorter maps. The thing about making droplets worth a lot is the fact that you could SS a map you have 97% acc on but not outspin yourself which can be frustrating
9.One at a time.
Zak
I think the HD bonus should decrease slower while going higher than AR9, at AR9 the bonus is around 12% and then once it's at AR10 it's only 5% which is way too low, a lot of people can use the argument that HD is easier to read at that AR but it doesn't mean the map itself becomes easier to play, it will still be harder and deserves a bit more of an increase in pp, I'd say maybe 8~9%, 5% is practically non-existant.
CelegaS
I'm so bad with hd i should have +50% pp bonus.
Zak
Can we keep the discussion serious please.
Dianthus
Agree with Paka on non-hyper hard jumps. These are really underrated.
Rilene
As what Paka said, a normal dash which is just on a borderline from being a hyperdash is very hard and requires a sharp reaction time.

Mostly from converts like Hollow Wings' Sentimental Skyscraper and Alumetorz's furioso melodia which had alot of that type of dashes, which is very underrated.
Zak
Yeah, there should probably be some specific values set onto them, to where most average jumps still won't give much but near pixel jumps will, especially consecutive ones or back and forth jumps with hypers and normal jumps mixed together, those get particularly nasty.
CelegaS

Axiaan wrote:

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.
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.
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.


Pixel jump was nerfed a little but they are missed in diff algo. There is 3 thing about them.
Most of the time you need to know when they start.
Higher BPM, harder to maintain accuracy to catch them. (banned forever)
Hdash before pixel jump, faster hdash, shorter timing to catch correctly. (rainbow dash)

For diff calculation i think a possible way is to see difficulty of pattern 3 by 3 fruits and find a way to have a global diff.
serenity_P

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.



I respect all mappers,spec's ctb maps can lead new players to join us quickly.His maps should be respected,but I just wanna new PP system decreases this type of ctb maps a little to guide new players correctly.CTB maps can be made into different kinds.Some maps contains so many red
fruits,some maps contains hard patterns and you needs high APM.

Overall,I sincerely bless all CTB mappers to show your own style,don't be shy!

Now PP system has something unfair,I just point it .

How did you find where I show anything rude to any mappers?

Mappers need to hurt their brains to share their ideas , just the new system needs to judge their maps more correctly.

That is what I expect. I love this game and I wanna this game more perfectly.

You know ,the official rules can control your mind ,we need to fix the pp system and make the game filled with charm !

I am weak at Ctb but ! I am not a coward ! I can reply to you : I don't care about PP ! because I just wanna be a HD DT pro player, why should I care about PP ? Challenges are enough to me!

I say again : I love this game deeply and wanna her more perfectly.

We are members of this warm family,shouldn't we love her and take care of her ?
Dianthus
Random speech, but I have to agree with you. Also, any (un)ranked map is good as long as at least one player enjoys the map.
eldnl
hey there, is this still alive?
Kingkevin30
yea, but there is just not much to add anymore, since we almost mentioned every problem...
plus Tom is focusing on University as far as i know, so he won't have the time to do anything about it
sovy
Mr pepsi did say last year he had a group of people looking into the pp system as a whole. I guess it's still too early in the year to go asking for in-depth updates about it.
He Ang CTB
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:
Zak

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:
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.

Accuracy already gives bonus pp.
He Ang CTB

Zak wrote:

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:
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.

Accuracy already gives bonus pp.
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
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.
He Ang CTB

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.
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.
BoberOfDarkness
I would like to see this topic revived, there is not dumb that this pp-sytem is just bad.
PakaChan

BoberOfDarkness wrote:

I would like to see this topic revived, there is not dumb that this pp-sytem is just bad.
Not much to say that wasn't said already.
He Ang CTB
pp still needs many changes D: The discussion is still important.

When can I see players like Clara Kyptoric VelperK CLSW wampir Emiru geraldwch e0486 Setomi etc in tops :C
Krzysiek
Knowledge is important, but having good data to work on is importanter.
Zak
The main reason we don't need discussion at this time is because it won't get much done, we have to wait until Tom (or someone else) who has the time and ability to reshape the system again comes along to do so, but at the same time, most issues that are currently there have already been brought up and will likely be looked over by whoever changes the system again.

Also the reason you don't see those players at the top is because they don't gain pp, that's how the system works, unless you keep gaining, your rank drops further and further.
He Ang CTB

Zak wrote:

they don't gain pp, that's how the system works
They don't gain pp, that's why the system doesn't work looool

By the way I'm 666th pp commentor C: I'm the king noww
Zak

He Ang Erika wrote:

Zak wrote:

they don't gain pp, that's how the system works
They don't gain pp, that's why the system doesn't work looool

By the way I'm 666th pp commentor C: I'm the king noww
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.
BoberOfDarkness
wampir is too lazy for being on top
Sleepteiner
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.
Kingkevin30

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 understand what you're getting at, and i surely think that high Circle Size (with difficult patterning) should get reconsideration in the future,
but with your Example of "Gravity", that map in itself has a quite easy pattern, the only thing that makes it more difficult is just the small circle size combined with high AR, Plus the little amount of weightening for Accuracy is understandable since its such a short song.

But there are a bunch of other olders maps that are being valued "less?" then they should be
^<-(hard to compare with Difficult maps on high AR&low CS that give a comparable high Star Rating)
(most of them being high CS maps with +DTHR added)
(+HD is not valued enough on these cases if its added...because there is a huge increase of difficulty when High CS Maps are being Played HDDTHR)

like for example:

ArmCannon - Borrow Mega Nuke (Eureka Bong Worm) [Exeter Modem]+DTHR = 4,67Stars
Chrono Cross - Yasunori Mitsuda - Time's Scar [The Whole Mapset]+DTHR = 4-5Stars
Daft Punk - Technologic [Insane]+DTHR = 4,23Stars
DragonForce - Through The Fire And Flames [Hard]+DTHR = 4,46Stars
Mindless Self Indulgence - Bullshit [BULLSHIT!]+DTHR = 4,73Stars
Sasaki Nozomi - Cosplay no Kokoroe [Insane]+DTHR = 4,76Stars

But to be honest, im not even sure if those +4Star Ratings are fine, they seem fair...but on special occasions it just feels WAY harder than everything else in its comparable Star Difficulty Range
Osten
I think HD should give you less pp and with DT you should get more pp with ;)
DeletedUser_500696

Osten112 wrote:

I think HD should give you less pp and with DT you should get more pp with ;)
Yea also I think non-hyper jumps should give more pp
He Ang CTB

Osten112 wrote:

I think HD should give you less pp and with DT you should get more pp with ;)
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.
Clana_old
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.
Axiaan

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.
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.
I don't mean they're bads maps, no, they're goods and funnys, but they give so much pp for the difficulty that we need to FC them.
+ if we put Hidden or for the really good players HR, we will be easily on the top 100 "without efforts", and that's why a lot of people who plays other mods than CTB said that this mod is easy.
I hope in the future there's some hards maps that even the top 20 have difficulties to get a S on, like an Odoru Mizushibuki [Death Dance] CTB version, it will be very nice I guess !
CelegaS
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.
Zak
I think when Tom or someone else who can actually come help fix things comes around we can get somewhere if they simply put a heavier weight on timing jumps as most players will agree those are usually much harder to hit than hypers a majority of the time. With weighting put to both hyper and non-hyper patterns put properly lots of converted maps will be giving similar pp to ctb maps and rankings will be much more varied.

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.
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.
He Ang CTB
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 :x
Clana_old

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 :x
That specific map hopefully will bring awareness to a need to a new change.
I had a dream where #132 has 10004 pp after 5 or 6 of those maps gets ranked ;(
PakaChan
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;
Kingkevin30

PakaChan 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;
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-Multiplier
Zak
I don't believe AR does anything to Star Rating, so I think it's just how much harder DT makes it in the case of EZ turning hypers into ridiculously hard pixel-jumps and DT making the remaining ones even faster.
BoberOfDarkness
AR bonus (no mod) could be for just AR9>
AR bonus (HD) 15% AR0-7
AR bonus (HD) 10% AR8-9.5
AR bonus (HD) 5% AR9.5>
Zak
The bonuses for HD are fine as they are aside from around 9.5-10, it goes down to too little at that point, and should maybe only drop to around 7% at AR10
Izyu
PP has failed us....
Izyu
love the FL boost to pp its great
[ - S T A R - ]

Yu_Makari wrote:

love the FL boost to pp its great
FL isn't the easiest thing tho. Do you have any tips for FL? :?
Cipse
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 :lol:
Sorceress

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 :lol:
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.

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.
Amlink

119410501 wrote:

Remove PP rankings.
Fucking 3 years ago still true AF
Amlink

Sorcerer wrote:

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 :lol:
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.

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.
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 CTB
Kingkevin30

Amlink wrote:

Just remove PP entirely if you were going to say that hard rock should be a higher multiplier than DT.
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

Kingkevin30 wrote:

Amlink wrote:

Just remove PP entirely if you were going to say that hard rock should be a higher multiplier than DT.
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!.
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.
Dianthus
Don't trash people because you have forgotten how to enjoy the game.

Also, probably the only truly precise way for pp system would be to have a group of (knowledgeable, skilled and incorruptible) players dictate the amount of pp a song should give with all mods.
eldnl
Is the pp system going to be fixed in ctb some day?
Kingkevin30

eldnl wrote:

Is the pp system going to be fixed in ctb some day?
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.

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.
Zak

Kingkevin30 wrote:

eldnl wrote:

Is the pp system going to be fixed in ctb some day?
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.

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.

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.
Kingkevin30

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.
Ohh ok, maybe i skipped over that, since I got my information from the coffee hour aswell.
I thought it was more of an invitation for working toghther with certain community Members for a new PP System
Didn't actually hear that they said that they are already in the "beginning stages" of setting things up with community Members
Amlink
remove pp ranking from ctb game mode and make it a good place to be again
Zak

Amlink wrote:

remove pp ranking from ctb game mode and make it a good place to be again
Wow such a constructive comment you've saved us all by yourself
Amlink

Zak wrote:

Amlink wrote:

remove pp ranking from ctb game mode and make it a good place to be again
Wow such a constructive comment you've saved us all by yourself
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 dilemma
Axiaan
Just ignore the pp ranking and play the game?
Amlink

Gauderique 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
DeletedUser_1417202
many map gave less pp but diffcult is much harder.

and then some ctb map gives pp too much.
Ascendance

Amlink wrote:

Gauderique 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 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!)
DakkyChan

Ascendance wrote:

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 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!)

Tbh the pp system is quite fine but it should be slightly changed in terms of how much a convert map gives and how much a ctb map gives ! What I basicly try to explain is that a 6 star convert diff should give the same amount of pp what a 8 star ctb map give !! for example : ( big black fc 6,54 star = any ctb map ~ 8,5 star !

thats my thoughts about that because some ctb maps are quite easy compared to convert maps
Skyleia
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
DakkyChan

Skyleia 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
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 converts
Billieilish

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.

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!)
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 800pp
Amlink


I'm just gonna leave this here
Zak
Just fucking stop holy shit
Axiaan
I didn't see the today's post of Amlink about pp
Amlink

Axiaan wrote:

I didn't see the today's post of Amlink about pp
remove pp
Axiaan
Amlink

Axiaan wrote:

i support this image
Seph
how about we just remove osu in general hmmmmmMMM
Zak
Could a mod just lock this thread until someone is finally going to tweak the pp system I just don't see the possibility of worthwhile discussion in here.
Axiaan
My image was just a joke about Amlink
I don't support his idea about pp
Amlink

Seph wrote:

how about we just remove osu in general hmmmmmMMM
remove pp not the game remove pp
Amlink

Axiaan wrote:

My image was just a joke about Amlink
I don't support his idea about pp
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 in
Golterboose
I feel having a rank is a really good thing only if the actual pp was accurate or if there was some other way to determine rank or something
Konomachi
I think everyone agrees that converts are much harder than ctb specifics and therefore should have a higher starrating but why exactly is that the case? Obviosly turning a map into a ctb specific does not change anything and will not get a higher starrating in return. The biggest difference in my opinion is that specifics use much more hyperjumps than converts and this is exactly where the problem is with the current difficulty algorhythm.
1. If you look at fullscreenjumps and halfscreenjumps they play exactly the same but the fullscreenjumps give a higher starrating.
2. Edgejumps are way harder to play than hyperjumps but give lower starrating (most of the time)
In order to solve this there is a very simple solution when calculating the difficulty of a map just change every value you'd give a hyperjump to the value you'd give a hyperjumptrigger (a note that is just far away to trigger a hyperdash / slightly higher distance than an edgejump)
In total this would not boost the converts but rather nerf the overwheighted ctb specifics.
Here are 5 difficulties I made (20 notes each) just to show how much starrating every pattern gives:
https://osu.ppy.sh/beatmapsets/739209#fruits/1559894
If you apply what I said for example all the hyperwalk maps would not be 10*+ but rather 3* because they would look like normal streams to the system (exactly how they are played as well)
1 more change I would make. Just let the system ignore notes in the beginning of the map where you do not need to move to catch them.
This would make all those 20-300* maps where you press nothing 0* and also with all the changes I think Der Wald would be an 8-10* map instead of 19* and maybe rankable then.
Just let me know what you think.
Zak
Pretty much everything you said has been said here before, it's just we have no one to make a new system at all so we're left with what we have.
Konomachi
We don't really need a new system tho just add 5-10 lines to the current one once it's added here: https://github.com/ppy/osu/blob/master/osu.Game.Rulesets.Catch/CatchDifficultyCalculator.cs
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