It can and theres work being done for this; in the future you'll have multiple "ranked" plays for each mod but only your highest PP one contributes to your PP total. (if i remember correctly)
To keep the same relative accuracy with DT, you need to have a higher absolute accuracy.julchiar wrote:
double time weighting
I believe the reason it gives more pp than it should (difficulty-wise) is because it gives a bonus for higher OD despite not increasing OD at all.
Higher OD decreases the time window in which you need to hit to score a 300. It therefor increases the time window between those 300 hit windows which is where the difficulty/accuracy challenge comes from.
This is not the case for double time. Double time merely decreases the time window required for a 300 but evenly decreases the time window between hits (instead of increasing it).
Double time makes you need to play faster, not more accurate than no-mod at all.
Why use anything? The pp algorithm is primarily rewarding aim and people use devices like touch screens where aim doesn't matter in the slightest. So eventually, people get rewarded for the slickest aiming skills they don't have.ZenithPhantasm wrote:
Why use pp when you can use percentiles?
Sure it has the potential to be broken but as of right now not a single top player uses touchscreen. Not sure if your puppy choked on a touchscreen or something but honestly it's not a big issue until it actually causes any problems.Infevo wrote:
Why use anything? The pp algorithm is primarily rewarding aim and people use devices like touch screens where aim doesn't matter in the slightest. So eventually, people get rewarded for the slickest aiming skills they don't have.ZenithPhantasm wrote:
Why use pp when you can use percentiles?
Suggestions:
1. Remove the aim component from the algorithm completely
or
2. Delete or unrank touch screen scores or at least don't give pp for respective plays.
or
3. Remove pp from the game if you really believe touch screen is a legit playstyle
If you consider no.2 but really argue with the complexity of the algorithm becomming too demanding for the servers then make clear using touch screens is a punishable offense like using aim hacks and ban the cheaters. Simple but effective.
The whole concept is broken and doesn't work with touch screen scores being submitted.
^^uberpancake wrote:
but honestly it's not a big issue until it actually causes any problems.
Not even close. First of all, with a tablet you're not directly aiming on the screen (unless you're using a tablet pc, which is probably even less common than touch screen). Second, you still need to hold and move something. You can only use up to 2 pens properly because you only have 2 hands (and how many people are ambidextrous enough to do that?), and then i don't even know if that works. And if it does, it's sure going to be hard as hell coordinating 2 pens without looking at them directly.jaaakb wrote:
aren't tablets pretty much touchscreens but you need to touch with a pen
i was gunna ask this question, but sometimes i think my tablet is another computer that you can adjust the size of the areasilmarilen wrote:
Not even close. First of all, with a tablet you're not directly aiming on the screen (unless you're using a tablet pc, which is probably even less common than touch screen). Second, you still need to hold and move something. You can only use up to 2 pens properly because you only have 2 hands (and how many people are ambidextrous enough to do that?), and then i don't even know if that works. And if it does, it's sure going to be hard as hell coordinating 2 pens without looking at them directly.jaaakb wrote:
aren't tablets pretty much touchscreens but you need to touch with a pen
That was mostly talking about 270+ bpm tho. World's end doesn't reach that.Tess wrote:
I guess Jesse's point about fast streams with low spacing being underrated still hasn't been addressed.
I do believe that extremely low accuracy already lowers your total pp beyond what you could lose from just having bad acc, at least tp did. It was not a lot (like 10% or something? random number i pulled out of my ass) but it did certainly happen.xxjesus1412fanx wrote:
that having non-existent acc like 60% or something that shows they didnt even really play the map does more than just forego all acc pp, it reduces the overall pp of the score by a lot.
If those parameters haven't changed since TP, the accuracy percentage determines a factor in the Speed and Aim values.Scarlet Evans wrote:
On Wiki page, accuracy is said to make up for just a small margin of the "Speed" and "Aim" PP score sections, but is this really true?
How would you define the "small margin"?
Maybe 0%-5%? Or 0%-10%? In pharmacology, sometimes even 0.1% chance for medicine to poison people can be unacceptable. However, in osu!, this "small margin" can be much, much higher than 5% or 10%, comprising quite a big part of "Speed" and "Aim" score sections.
I don't want to give exact examples and numbers, but how big this {small margin} is? Should it be really called the {small margin}?
I understand that it can help in preventing people from farming PP from a long "lucky streams" on parts of very hard maps, but they would still need to deal with misses, which can wreck your overall score pretty badly.
It's just that small margin sounds as it really is small margin, while it doesn't necessarily need to be. Maybe we could get some more explanation on this matter, or the formula's sketch could be just more precise in wording? Even if something can be near negligible on high accuracy, it can be a major thing at lower ones.
Not as easy as you're thinking, pressing K1 locks M1, so you must have a godlike technique to mash keyboard and mouse/tablet at the same time without having this issue.xxjesus1412fanx wrote:
snip
GhostFrog wrote:
perceivementIt's perception, dammit
I'm sorry. I'll try to do better next time.GhostFrog wrote:
perceivementIt's perception, dammit
nonexistent accReynBolt wrote:
Ehm after tryharding this map for a week I got only 188 pp from this play S3RL - Bass Slut (Original Mix) at Fort's light insane. It's a way too inappropriate considering it requies some 263 bpm single tapping/alternating and tricky patterns but with small spacing between them.
No.-Zayto wrote:
DT is over rated
Judging from your level of play of DT being Suklapallit or lower, I'd say yes.-Zayto wrote:
DT is over rated
Because your score is top 500 on that map. People can download your replay of that map just by clicking the stardGeist wrote:
Just wonderin why do some of my scores have a star next to them?
The fix for this is underway.mrburns123 wrote:
I just lost some pp, because I got a HR-Score (94.32% accuracy with FC) which replaced a DT-Score (86.62%, not FC).
The HR-play had a higher score and therefore was submitted. But the pp-rating of the HR-play was so low, that it doesn't even show up in my top ranks.
Kind of frustrating, even if the pp-rating is just a number on the screen.
I just wish, that there was a way to select a previous score and resubmit it again.
Otherwise I always have to be worried for my pp, if I play a map with a different mod.
For years.uberpancake wrote:
The fix for this is underway.mrburns123 wrote:
I just lost some pp, because I got a HR-Score (94.32% accuracy with FC) which replaced a DT-Score (86.62%, not FC).
The HR-play had a higher score and therefore was submitted. But the pp-rating of the HR-play was so low, that it doesn't even show up in my top ranks.
Kind of frustrating, even if the pp-rating is just a number on the screen.
I just wish, that there was a way to select a previous score and resubmit it again.
Otherwise I always have to be worried for my pp, if I play a map with a different mod.
@Khelly: Players are preselecting maps based on the pp they give. Good maps might not get as much recognition due to a low reward while Tillerino keeps leading players into a one-way road of pp-maps. The problem is not that pp-maps are bad, the problem is that maps that don't follow a style that favors pp will see significantly less plays in favor of pp-maps for that reason.you are overthinking this way too hard, people will always come up with new ideas to make new sorts of maps and everyone maps in his own way.
On the other hand new players will grow up with exactly that maptype in mind and guess what happens if they map something - they will replicate exactly that type of map without ever seeing something else. Over time diversity in maps will die.
While this is more of a worst-case-scenario I'm 100% sure that this happens on a smaller scale and the longer it happens the larger the effect.
Well yeah, I'm pretty much the same. All I want is to stay in country #50, anything else is just a bonus. I just thought that the high level players would find that a nice change, since it's actually there where it would matter.bunnyluvr3000 wrote:
I'm just a simpuru guy that likes rhythm games and doesn't take ranks and mis-rhythms toooooooo seriously... but I wish I could keep my (-) 50,000 rank going above the (+) 50,000 rank Q _ Q
That's a long wall of text for asking acc to be determined by unstable rate instead of accuracy %. It's been suggested/asked before, and i believe UR isn't saved anywhere (that's why you have to rewatch a replay to check it) so it can't be used right now.Hedgeturtle wrote:
Idea about changing OD and therefore pp gained.
First of all, let me explain what I think OD is and why it's needed. OD (Overall Difficulty) is a numerical value which dictates how accurately one has to press the circles and sliders. OD for sliders is more lenient, as you can press the slider beginning in the whole time window, and still receive a 300 for it, assuming you don't miss the ending and/or the slider ticks. OD is necessary so we can calculate accuracy and through it a miss can be defined (not hitting in time/hitting to early).
Now that's cleared, I'll explain how I see OD working at the moment. Currently, no matter how accurately you click the circles, if OD is 7, there really is no distinction even if you click as if OD was 9. What I mean is, with OD 7 one can press quite sloppily, and still gets the same amount of pp as one, who clicks very accurately.
What I want to change is that base OD of a map will remain, to keep calculating scores as is, but change the way pp is gained depending on how accurately you can click. Also, make OD user definable (for their convenience, so they can see when they start messing up), but OD can only be set as the what the mapper has set it, or above that. So basically, when a map gives 100 pp with OD 7 and 100% accuracy, when a user FCs the map with 100% accuracy and OD 9, they get 110 pp (random pp values). So if two players FC SS the map, but one does it with OD 7, the other with OD 9, they will get the same score, but the OD 9 player gets higher pp for it.
However, I don't want to calculate pp from user set OD, but rather the timing standard of their clicks. By timing standard I mean the absolute value of time difference between each click and time when it's supposed to be clicked added up and then divided by the amount of circles.
Basically Timing Standard = abs(real time - click time) *clicks / circles.
I used circles because currently sliders don't depend much on timing, but could be added as well.
And that Timing Standard would be used to calculate pp instead of accuracy based on OD. Minimum PP gained from FC SSing a map with mapper set OD will stay the same, just that the more accurate one clicks, the more pp they will get.
Sorry for the sloppy English, just wanted to get the idea across.
https://osu.ppy.sh/wiki/Performance_Points check "Weightage system".Lugli wrote:
... i dont really understand the system :l
destroyerwilly wrote:
I think that your rank placement should have some effect on your PP gained, not a lot of an effect, but maybe like 5-10% difference. that might also encourage players to play levels that are new or less popular. I also hear FL has the same PP multiplier as hidden... obviously, flashlight is much harder than hidden, i think it should be a little bit higher
Posted: 2 years agoMomiji wrote:
Hidden bonus = 18% aim, 2% accuracy
Flashlight bonus = 50% aim, 2% accuracy
I've never had any issues with my connection to Bancho that I'm aware ofSandy Hoey wrote:
There is no minimum accuracy required. However, if the map is easier then your top plays, you may not receive as much or any significant amount of pp. In your case though, because of your rank, you probably didn't receive the pp because of your connection to Bancho
To be fairly honest usually those 1 minute high pp play maps are usually played with mods and at least to me are super difficult to get high accuracy onPittigbaasje wrote:
It makes me sad to see people having a full list of top plays barely reaching over 1 minute in length. In most online games I know, when there is one thing that trumps every other form of play, they will nerf said method in a way. I would love to see something similar happen to osu!.
At the moment a lot of mappers know how to optimize their maps for maximum pp gains. This has both positive and negative effects. I personally believe we should take a closer look and define what a healthy meta should be. Before the optimisation of mapping, doubletime used to be somewhat healthy iirc. I noticed that nowadays, you will get looked down upon when you only have dubbeltime in your top plays.
Personally, my logic tells me that this meta can't be right. Hopefully we won't have to spam 1 minute maps in order to climb the rankings. (Sure, git gut may be a response for this. But climbing becomes really hard and demotivating if everybody around you only plays 1 minute maps for easy 500 pp plays). I'm not sure if I'm the only one that feels this way though.
I want to say that I do not mean to disrespect whatsoever.Fanboy wrote:
To be fairly honest usually those 1 minute high pp play maps are usually played with mods and at least to me are super difficult to get high accuracy onPittigbaasje wrote:
It makes me sad to see people having a full list of top plays barely reaching over 1 minute in length. In most online games I know, when there is one thing that trumps every other form of play, they will nerf said method in a way. I would love to see something similar happen to osu!.
At the moment a lot of mappers know how to optimize their maps for maximum pp gains. This has both positive and negative effects. I personally believe we should take a closer look and define what a healthy meta should be. Before the optimisation of mapping, doubletime used to be somewhat healthy iirc. I noticed that nowadays, you will get looked down upon when you only have dubbeltime in your top plays.
Personally, my logic tells me that this meta can't be right. Hopefully we won't have to spam 1 minute maps in order to climb the rankings. (Sure, git gut may be a response for this. But climbing becomes really hard and demotivating if everybody around you only plays 1 minute maps for easy 500 pp plays). I'm not sure if I'm the only one that feels this way though.
I agree that it is very hard. Impossible, perhaps. However, I don't think that it has to be perfect in order for it to be fun and inviting to climb. Players will find the best way again eventually, and when that time comes, a small tweak can yet again solve the new problem with ease. Leaving the formula almost unchanged for years just doesn't seem right to me.B1rd wrote:
It's very hard or impossible to balance the pp system to the point where there is no imbalanced mapping styles. The best solution would be to get rid of it altogether.
This is how ppv1 worked and it was shit.Tilt on English wrote:
I know it was changed before ppv2 was implemented but wouldn't it be good to have a percentage of the pp gained come from the actual rank achieved on leader board of a map? I see a couple of problems that my young brain can't find solutions for, like people constantly refreshing the new ranked maps page. I thought that maybe some sort of proportion could be set for players played and time the map has been out or something but then that would make people wait for everyone else to play it. If someone does find a solution to solve this issue, would this idea still be nice?