Good :3
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.
Nope.Scarlet Evans wrote:
But in both cases approach time, the real time you have to react, is 450 ms, right? Isn't taking fading into account by player more like memorisation and predicting when you should click the circle, while the time you have to react is the same? Or I don't understand the subject properly? I mean, even if it fades faster, it appears in the same time, so you have the same time to react, right?
so on ar10 with 450ms, it's faded in after 180msIt's fully faded in at 180ms, leaving you with 270 ms reaction time requirement on HD assuming you suddenly see the object at 100%. Code uses somewhere between 40-60% iirc (am on mobile so will need to check, so will use 40% for this example). That means that the object is 40% faded in at 72ms giving us with a 378ms reaction time requirement. On no mod, the object is fully faded in at 450ms, meaning it's 40% faded in at 180ms, giving us a 270ms reaction time requirement.
What do you mean by NoMod circles fading away? I never noticed anything like that :Oabraker wrote:
Nope.Scarlet Evans wrote:
But in both cases approach time, the real time you have to react, is 450 ms, right? Isn't taking fading into account by player more like memorisation and predicting when you should click the circle, while the time you have to react is the same? Or I don't understand the subject properly? I mean, even if it fades faster, it appears in the same time, so you have the same time to react, right?
In the example provided:so on ar10 with 450ms, it's faded in after 180msIt's fully faded in at 180ms, leaving you with 270 ms reaction time requirement on HD assuming you suddenly see the object at 100%. Code uses somewhere between 40-60% iirc (am on mobile so will need to check, so will use 40% for this example). That means that the object is 40% faded in at 72ms giving us with a 378ms reaction time requirement. On no mod, the object is fully faded in at 450ms, meaning it's 40% faded in at 180ms, giving us a 270ms reaction time requirement.
40% fade-in @ NM: 270ms reaction time
40% fade-in @ HD: 378 ms reaction time
The sooner you see the circle the sooner you have to realize where it is located, the more time you have to react and move the cursor there. While both start fading in at the same time, HD fades in faster, allowing you to percieve the note sooner.

Fade-in: The circle first appears transparent, then it's opacity gradually increases over time.Scarlet Evans wrote:
What do you mean by NoMod circles fading away? I never noticed anything like that :O
I just tried to compare some AR0 + HT plays, using CE's [5] frame-by-frame speed key, with HD and without it and I fail to notice anything other than nomod circle disappearing... after it's clicked or missed, which doesn't affect reaction at all (because that happened in past).
For me, from what I see, the circle and approach circle both appear exactly at the same time on screen and the circle persists, until it's missed or clicked. Nothing fades away. At least on CuttingEdge.
Both on NoMod and HD circle appears not immediately, but a little faded, however it's really a tiny amount of time and I don't see a time difference in how long it takes for NoMod and Hidden circles to reach their normal state and stay on screen for these XXX milliseconds.
In other words, you start seeing HD and NoMod circle at the same time. The difference is that you see NoMod all the time, while HD starts to fade away, but it doesn't really affect your reaction. You already registered that there is a circle, both with HD and without it, within the exact time brackets. Now, with HD, it's more like a memory that "there is a circle here" from now on, rather than an actual change in the reaction time needed, because the Approach Time is not affected by HD in any way.
In other words, there's "an animation time" and the difference is that with HD it still happens and takes the same time, but it's just faded away and invisible for us. Nevertheless, it was no less or more visible for us for a certain extend of time and it appeared at the same moment at which NoMod circle would appear, so there's no really any difference in reaction time needed.
(1) Circle appears on screen, at the same time on HD and NM;
(2) Now, you perceive the circle and your time to react starts here;
(3) If it's Hidden, then circle starts to fade-in after some timespan;
(4) You reach the Perfect Click moment and your Reaction Time ends here. After that you can still get 300,100 or 50, but you clicked too late.
(5) Time you had to react is the one that lapses between (2) and (4), which isn't really affected by HD.
This is how I see this. But of course, I can be terribly wrong, as with anything I ever say![]()
So, I'd really love you to explain more what is this NoMod fading-in that you say about

I have ran that map through the algorithm, and it's fine.unko wrote:
just wondering, now that Hatsune Miku - Kouon Chu Oniki Test is loved-- once adding maps of the category to osu!skills would the 0108 diff be worth tons of stamina due to having an infinity (or 2,949,075? not sure if it's 1/65535 or 1/∞) BPM quad in it? or is it not long enough to count
omg do isogu 290bpmabraker wrote:
I have ran that map through the algorithm, and it's fine.unko wrote:
just wondering, now that Hatsune Miku - Kouon Chu Oniki Test is loved-- once adding maps of the category to osu!skills would the 0108 diff be worth tons of stamina due to having an infinity (or 2,949,075? not sure if it's 1/65535 or 1/∞) BPM quad in it? or is it not long enough to count
Such tool already does exist, and it's what we use in the back end. It's up to Kert if he wants to release it though.Dawnsday wrote:
Can you also make a nifty tool so people can run unranked maps through the aalgorithms
I'll tell kert to update itKarma wrote:
TL;DR - If i try search my name Karma, I dont find me, I have to search my old username.
Does this mean that it's not updated?
Have you tried manually adding them?Chemistry wrote:
https://osu.ppy.sh/ss/6639910
so whilst this map was qualified i set the highest score ( the 88% one) and when it got ranked i decided to submit it to osuskills seeing as i'd thought it would count, it didn't. i then make a few other scores (as seen in the screenshot), submitting all of them. none have yet to submit? what's going on
yesabraker wrote:
Have you tried manually adding them?Chemistry wrote:
https://osu.ppy.sh/ss/6639910
so whilst this map was qualified i set the highest score ( the 88% one) and when it got ranked i decided to submit it to osuskills seeing as i'd thought it would count, it didn't. i then make a few other scores (as seen in the screenshot), submitting all of them. none have yet to submit? what's going on
Did you use ctrl+F to search? This is on your agility:Chemistry wrote:
yesabraker wrote:
Have you tried manually adding them?
So you are saying the value should be lower?unko wrote:
um, this map with DT is ridiculously overweighted for stamina, so much so that i can only put it to some sort of error/mischief in calculation
it's ranking with 300bpm deathstream maps (804 points for 4xmiss), yet it's only 234... is it perhaps the doubles?
very, it's valued higher than reunion (15 second 276bpm stream section, 802 points for 0xmiss), fascination maxx (long 300bpm stream section, 846 for 1xmiss), and about the same as gekishou (65 note 300bpm stream, 897 for 0xmiss)abraker wrote:
So you are saying the value should be lower?unko wrote:
um, this map with DT is ridiculously overweighted for stamina, so much so that i can only put it to some sort of error/mischief in calculation
it's ranking with 300bpm deathstream maps (804 points for 4xmiss), yet it's only 234... is it perhaps the doubles?
I think it's because the circles weren't hidden enough by the darkness-Jukke- wrote:
there is definitely something wrong with the memory stat
in my room FL is WAY harder than any of those and took me way more retries than all the others combined

I noticed this too, but have not really looked much into it. I will see what that is about when I get a chance to.Scarlet Evans wrote:
Is this just an impression or there is something behind this, like a slightly more time to react for sliders?
I have not found any fade in variation between hitcircles and sliders, so the only thing left is to suspect that we better react to moving objects. Having snaking sliders enabled will do this.abraker wrote:
I noticed this too, but have not really looked much into it. I will see what that is about when I get a chance to.Scarlet Evans wrote:
Is this just an impression or there is something behind this, like a slightly more time to react for sliders?
You canLick wrote:
Would be nice if i could submit a score that wasn't my best on a map...
You need to use "Manual score input" on your profile page, it's located on player's profile, little below the scores:
AFAIK it's a queue. So as soon as its turn comes in the list of requests, it updates.Scarlet Evans wrote:
I don't know, if it's supposed to refresh only from time to time or just once upon visiting your profile, then the next refresh is after X time,
Sometimes it just randomly updates old scores too...abraker wrote:
AFAIK it's a queue. So as soon as its turn comes in the list of requests, it updates.Scarlet Evans wrote:
I don't know, if it's supposed to refresh only from time to time or just once upon visiting your profile, then the next refresh is after X time,
I wish I can say it's close to done or at least an estimation to when it might be. All I can say is what I am currently doing, and that is an algorithm for circle and slider overlap calculation.[Toy] wrote:
How's that reading skill coming?
You should get more scoresGudafild wrote:
How does this work?
It's weighted mean, where the weights are:Gudafild wrote:
How does this work?
Found out about that just yesterday. Yup, fun stuff...unko wrote:
huh
what caused it to throw this one? i didn't see weird sliders like in the aspire mapabraker wrote:
Found out about that just yesterday. Yup, fun stuff...unko wrote:
huh
Whom?blahpy wrote:
Are there any plans to remove banned players?
Not sure. But sounds interestingSlowLogicBoy wrote:
Any plans to implement charts on how I improved or degraded over time?
https://google-developers.appspot.com/c ... /linechart
Will keep in mind to post the verdict once I get to it.unko wrote:
what caused it to throw this one? i didn't see weird sliders like in the aspire map
Have you tried manual score input?F1r3tar wrote:
when can I get my Dear You +FL pass added to memory
We have to manually update the player names due to how the system is setup. I'll tell kert to update it.[ Toy ] wrote:
I recently changed my name a week ago and I try to search my name and it comes up with a Korean player that hasn't played in 3 years. When trying to search my previous name, it says there is no such player. A suggestion to fix this issue is that we'd able able to search for our profile using our profile link or a sign in factor.
E.g. If I have a HDHR score, and I set a lesser score DT play on it, will this update allow osuskills to recognize it now?That's a good question. I have not used the osu!API multiple scores were implemented, so I am not sure. I am willing to guess no, but kert would give a more accurate answer..
I don't know, if it's fully supported yet, but I've just got some low combo with +DT,HR,FL on a map that I already have +HD,HR SS on and it automatically added the score. Hooray \o/abraker wrote:
E.g. If I have a HDHR score, and I set a lesser score DT play on it, will this update allow osuskills to recognize it now?That's a good question. I have not used the osu!API multiple scores were implemented, so I am not sure. I am willing to guess no, but kert would give a more accurate answer..

Currently it just replaces with the play that has more scoreScarlet Evans wrote:
It looks like osu!skills is adding some scores automatically and manual adding replaced them... I don't want to test it, but does it mean that there is only 1 skill "slot" for chosen map from player in osu!skills for now and getting some chokes with multiple-mods-combinations on maps will overwrite them?
Wow... so... I think It's gonna be hard to suggest changes without tests, but I would say.... I have no idea what should change on agility. But I would put less weigth for circle size, and a lot more weight for distance on precision, until it is something similar to distance>CS>time.Kert wrote:
Also, snyviper, you basically described what the agility and precision are about.
The problem is the weightning of the factors you mentioned in both of them is too extreme.
I actually tried multiple tries to make them not that harsh, but with no success so far
Do you maybe have in plans to make more that one play from single map available (one per a mod combination, to be exact), then chose the best one from them for every skill?Kert wrote:
Currently it just replaces with the play that has more scoreScarlet Evans wrote:
It looks like osu!skills is adding some scores automatically and manual adding replaced them... I don't want to test it, but does it mean that there is only 1 skill "slot" for chosen map from player in osu!skills for now and getting some chokes with multiple-mods-combinations on maps will overwrite them?
fixedHawaii wrote:
Hawaii
Can you rephrase your sentence, please? I am not sure I understand youkai99 wrote:
My score hasn't been updating, since I've tried manually inputting some scores and my graph went up by a large amount of number. Could you check with this issue, please?
Thanks.
It shows you have two new scores added on January 21 and 30 on the page where the "graphs" are listed. Sometimes it can take up to half hour for new scores to be added (depending on how big the queue is)kai99 wrote:
My score hasn't been updating, since I've tried manually inputting some scores and my graph went up by a large amount of number. Could you check with this issue, please?
Thanks.
290x :>Momiji wrote:
get it? because Kert has a 290 lol ecks dee xd lol![]()
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