boy i sure am good at this


I did not have Monstrata's map when I made this shit[Toy] wrote:
boy i sure am good at this
Oh my...fieryrage wrote:
please acftually never fix this im literally dying
It's done updatingStoof wrote:
hi
my friendo toke's userpage is infinitely updating
pls fix http://osuskills.tk/user/Toke
No, iirc because there is no guarantee that it will be a top play.gracefu wrote:
Does the site check the recently played beatmaps that are found in Historical when you refresh the page?
Interesting stuff, though you should lable the axis. I will have to check why accuracy is so underrated, but they generally look pretty ok to me. The resultant curves are almost linear and there is some variance between the skills, which is expected. Tenacity and reaction seem to level off at the end, which might indicate a wall in genaral human ability. That might need to be tweeked, not sure. Agilty is suprisingly linear, but looks a bit steep imo.snyviper wrote:
...
Even if it gives you little time to sightread due to quick fade out, according to the algorithm, if the note is visible, then it doesn't count. The memory skill heavily underrates FL+HD plays due to that kind of thing iirc. It gets even more underrated if you throw in the EZ or HR mod depending if the AR is on either extreme imo.Scarlet Evans wrote:
What results with this not getting even single point?
Did you try adding them manually?Minamoto-kun wrote:
not all map and scores submitted. i am fc 10 map only for osu!skills(yes,stell to friend's score) and submitted only 4. i am do not know why. check pls
Sometimes there is a delay, I think that I mostly had them, while improving a score, but if your score safely landed into top #1000 on map or is one of your the top PP scores, then sooner or later it should be added.Minamoto-kun wrote:
not all map and scores submitted. i am fc 10 map only for osu!skills(yes,stell to friend's score) and submitted only 4. i am do not know why. check pls
HiO-Moei wrote:
Hi !. I guess I have a bad experience to share here due osu!skills calculating
Me is slightly a Flashlight user. I have once FC an Insane diff map using only FL. It only gave me 282 Memory Point. I was disatisfied with it, then I added Hidden to increase its point. After around 63× retrying playing HDFL, I did it !!! I did SS HDFL OMFG me so happy xD . But when I checked the osu!skills again, ...osu!skills didn't count it. It still giving the point of FL only memory point. Oh, how sad I amwhat happen ?. I can tell it will give me around 541 point tho
That's all my story. It just kinda sad to know youve done a greater performance but osu!skills didnt count it x'D
Does it happen every time you try?Woey wrote:
I can't manually input a score, it always ends up with me saying it's an invalid map ID. Am I doing something wrong?
Yes, I entered this link https://osu.ppy.sh/b/77606?m=0 and it gives me the same error.Scarlet Evans wrote:
Does it happen every time you try?Woey wrote:
I can't manually input a score, it always ends up with me saying it's an invalid map ID. Am I doing something wrong?
Also, make sure that the link you get ID from doesn't point to mapset, but to map, for example:
Wrong --> https://osu.ppy.sh/s/306164
Correct --> https://osu.ppy.sh/b/685380&m=0
If the link have /s/ instead of /b/ , then click on a difficulty to get the desired ID.
Yes, I entered this link https://osu.ppy.sh/b/77606?m=0 and it gives me the same error.Scarlet Evans wrote:
Does it happen every time you try?Woey wrote:
I can't manually input a score, it always ends up with me saying it's an invalid map ID. Am I doing something wrong?
Also, make sure that the link you get ID from doesn't point to mapset, but to map, for example:Wrong --> https://osu.ppy.sh/s/306164
Correct --> https://osu.ppy.sh/b/685380&m=0
If the link have /s/ instead of /b/ , then click on a difficulty to get the desired ID.
Kao wrote:
Wrong
https://osu.ppy.sh/s/306164
https://osu.ppy.sh/b/685380&m=0
https://osu.ppy.sh/b/685380
/b/685380?m=0
/b/685380
https://osu.ppy.sh/b/77606?m=0
https://osu.ppy.sh/b/77606?m=0
/b/77606?m=0
/b/77606Correct
685380&m=0
685380
77606?m=0
77606
Yes I know that. I totally didn't take account cases where you can stay in one spot while the SV is lightspeed fast.Chemistry wrote:
https://osu.ppy.sh/b/1033882
glitched map, gives 1600 reaction points which should be theoretically impossible
By all means, Monstrata is welcome to comment whatever may help us make the reading skill in the reading thread: t/331848snyviper wrote:
Talking about IAHN... I think you should ask for help to experienced mappers like Monstrata when working on the reading skill. Monstrata specially is well known due to his free pp maps, so he should know a lot about angles, distance, and such things
all scores, if one of your plays doesnt submit to it you can manually insert itShiro wrote:
Does it take all scores into account, or only top 100/top ranks ?
That's because you dont really need memory to do this with flashlight. None of the circles or approach circles appear outside the dark area. Now whether those are feasible to react to or not is what makes this a bit wonky.Joezapy wrote:
memory scores seems a bit wonky, got a flashlight fc on https://osu.ppy.sh/b/537903 and it says it was recorded but nothing is shown in memory even though my lowest score there is 49.
The process and effect is described here. It almost works like pp, only multiplied 0.05 to make sure one or a couple high score like 1000 doesn't result in a skill that is or more than 1000.bulli wrote:
Would you mind sharing how the calculation of the total value works? I mean, if my agility was, for example, 500,
and how is this calculated out of my agility scores?
I hope soon. I am tired of waiting for it to be implemented tooChemistry wrote:
ETA on when the "Reading" Skill will be implemented? I'm really excited to see it when it comes out.
That would be a really nice thing to have! =)Domplol wrote:
Is it possible to see the individual skill rating of each one of the skills for a specific score?
If I remember correctly, in past you needed the score to get either to top #1000 on a map, which makes the score to appear on event feed, or make the score enter your top scores. Did it changed recently? Can it actually automatically access all our plays now? Or maybe there are also some other ways the page gets scores (without manual input), like checking our recent plays, etc.?Chemistry wrote:
all scores, if one of your plays doesnt submit to it you can manually insert itShiro wrote:
Does it take all scores into account, or only top 100/top ranks ?
Nope, nothing changed.Scarlet Evans wrote:
If I remember correctly, in past you needed the score to get either to top #1000 on a map, which makes the score to appear on event feed, or make the score enter your top scores.Did it changed recently? Can it actually automatically access all our plays now? Or maybe there are also some other ways the page gets scores (without manual input), like checking our recent plays, etc.?
Oh my O_O) Here are my thoughts:Dungeonfire wrote:
Maybe add a dark mode switch?
Would look like this:
[img ]yikes.jpg [/img]
(CSS)
abraker wrote:
Oh my O_O) Here are my thoughts:Dungeonfire wrote:
Maybe add a dark mode switch?
Would look like this:
[img ]yikes.jpg [/img]
(CSS)
1) If there is an addon to this, I would put native support to be low priority unless Kert says otherwise | Maybe I understand this sentence wrong, but it's just plain CSS so it should be relatively easy to implement
2) That color pallet is just so wrong | Any suggestions what I could change to what? I'd assume the red/pink to something like light blue?
3) I do agree that websites in general need a dark and a light theme | Yes
Yeah, that's exactly why I think this would be such a nice feature to have. I really want to know the value of my top rank in a skill in determining my other skills.Scarlet Evans wrote:
That would be a really nice thing to have! =)
This could help in understanding better at which point you currently are. Instead of checking in which categories just passed song appeared, you could check all it's scores at once (or at least you could, if at least one of the skills was to made it into your top scores^^).
This could help players to analyse their scores better and easier, and after just playing the song as a whole it would be really interesting to look at it "as a whole, but fragmented" into different skills :3
It could be nice to see the whole picture, not just seeing things like: this song I just played became one of my top stamina, but no idea why it didn't made into my top 100 tenacity scores and no idea what other skill ratings it have.
I had similar situation like described above like yesterday or day before that. I was really pondering about what "streaming" is, when my almost FC (-4 combo = -2 on sliderends and miss before ending spinner) on map with many 173 BPM short bursts gave me less Tenacity than FC on 132 BPM map (88 BPM without DT) with like... 3 triplets and the rest being slow BPM single tapping^^.
If we could see all the stats for a played songs, then maybe it would be easier for players to understand better both the system and their skills. If you don't really understand something, it can sometimes be really confusing.
You generally should avoid large patches of bright colored elements on a dark skin. The entire thing is too black itself. It needs to be dark, but not to the point where it's pulling you into a void.Dungeonfire wrote:
Is this better? Or any other stuff that should be improved?
Even though I appreciate the criticism, I would enjoy if it was more concrete. Like "make the font color #BBB instead of #FFF".abraker wrote:
You generally should avoid large patches of bright colored elements on a dark skin. The entire thing is too black itself. It needs to be dark, but not to the point where it's pulling you into a void.Dungeonfire wrote:
Is this better? Or any other stuff that should be improved?
Thing is that it might be a bit hard since osu!skills colors use light blue/pink and I find working around that a bit difficult from what I can tell when I played around with it. Destroying that those colors would be a solution for the dark theme, though I am not sure if that is a good solution. It's like destroying a bit of your identity.Scarlet Evans wrote:
..but that one is something small and doesn't really need any variety of colours, nor does it include some pictures and other stuff. You would need few of these very contrasting colors and it could end up being a little painful or too rainbowy. Maybe something less dark than your current theme... but with little different palette than I use
If this is to be implemented, I'd suggest to put it on the place of the "manual score input", as a "check skills from a score" button. It would show the amount of each skill you got from that score, and if one (or more) of the skills are high enough to be in the top 100, automatically puts it there. If possible, make it support adding multiple scores at a time, just like it supports by now.Scarlet Evans wrote:
That would be a really nice thing to have! =)Domplol wrote:
Is it possible to see the individual skill rating of each one of the skills for a specific score?
This could help in understanding better at which point you currently are. Instead of checking in which categories just passed song appeared, you could check all it's scores at once (or at least you could, if at least one of the skills was to made it into your top scores^^).
This could help players to analyse their scores better and easier, and after just playing the song as a whole it would be really interesting to look at it "as a whole, but fragmented" into different skills :3
It could be nice to see the whole picture, not just seeing things like: this song I just played became one of my top stamina, but no idea why it didn't made into my top 100 tenacity scores and no idea what other skill ratings it have.
I had similar situation like described above like yesterday or day before that. I was really pondering about what "streaming" is, when my almost FC (-4 combo = -2 on sliderends and miss before ending spinner) on map with many 173 BPM short bursts gave me less Tenacity than FC on 132 BPM map (88 BPM without DT) with like... 3 triplets and the rest being slow BPM single tapping^^.
If we could see all the stats for a played songs, then maybe it would be easier for players to understand better both the system and their skills. If you don't really understand something, it can sometimes be really confusing.
hahahahahahaha that's actually a good suggestion xDDD based on retries and map length or drain time. It may also help to show how consistent or inconsistent the player is. And... I guess it could be called either patience or determination.-Tatsuo wrote:
you could add patience for retrying a map a lot
I actually threw this idea around and it was concluded you should look at your pp instead.snyviper wrote:
It may also help to show how consistent or inconsistent the player is.
Well.. I said "may" as a possibility, forgive my english. But I like the idea of patience/determination xD it's funny, so... I think it's worth discussing about it, even if it ends up not being one of the skills in the future.abraker wrote:
I actually threw this idea around and it was concluded you should look at your pp instead.snyviper wrote:
It may also help to show how consistent or inconsistent the player is.
If I'm right, this was written somewhere as the goal of osu!Skills, to be able to show people how much a map would award for each skill... but some months ago I was confused (I still am) because I just couldn't find it written anywhere again... Is my mind just tricking me, or any of you developers really wrote it somewhere?Shiro wrote:
Can you add a way to search scores by value ? I'm looking to improve my aim and it would be great if I could find all maps that give say between 550 and 650 aim score
they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the categorysnyviper wrote:
Also, the IAHN map is broken on osu!skills, and you all probably know that. It wouldn't normally become ranked due to the way it was mapped, but it did reach ranked due to that mapping contest. What about disabling it on osu!Skills, at least for reaction and agility, so ranking would be more... fair?
Theoretically you can't break something that is already found brokenfieryrage wrote:
they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the category
Use the /b ID not the /s one. I manually submitted it for you:TheLordKiwi wrote:
https://osu.ppy.sh/s/108296
This map is not supported, it don't exist when I want to add it and the ID is consider invalid
Please fix this.Thanks
Ok, thanksabraker wrote:
Use the /b ID not the /s one. I manually submitted it for you:
cs factors into precision, not agilityIcyteru wrote:
Is there a reason why aim values are not affected by CS?
I mean, as a temporary fix... When they add the loved beatmaps (if they do add them), they would have probably reworked agility and reaction, so they can activate the IAHN map again with no issues.fieryrage wrote:
they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the categorysnyviper wrote:
Also, the IAHN map is broken on osu!skills, and you all probably know that. It wouldn't normally become ranked due to the way it was mapped, but it did reach ranked due to that mapping contest. What about disabling it on osu!Skills, at least for reaction and agility, so ranking would be more... fair?
i hope so but i mentioned this issue as soon as aspire was ranked with it giving too much agility/reactionsnyviper wrote:
I mean, as a temporary fix... When they add the loved beatmaps (if they do add them), they would have probably reworked agility and reaction, so they can activate the IAHN map again with no issues.
In HD the note fades in much faster than no mod, so you see it sooner. Same with mods. This makes HRDT harder to react to than HDHRDTScarlet Evans wrote:
Could someone explain why playing without Hidden requires much more reaction than while playing with HD?
With HD enabled, objects are fully faded in after 40% of the AR window (so on ar10 with 450ms, it's faded in after 180ms). Without HD enabled, fade-in time is a static 400ms.