I lost PP and rank after I improved my combo + acc on a map. Peppy pls
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?
If you're not improving you shouldn't be ranking up over players who are.Hydrano wrote:
I played this game a lot in the past years and stopped playing it actively about a year ago. I found my skill cap I guess. The game gives no more reward for my plays. In the 4 digit ranks it's not enough to fc 5.4* maps with under 99.5% to get any pp.
Also the fact that you must full combo the maps AND get very high accuracy makes it even more unattractive in higher ranks. You can't play this game casual (1 hour max. per day) if you want some kind of positive feedback for playing it.
I just want this 'reward feeling' back when passing maps even with like 92% on long streaming maps etc. Or if I combo break just once in the middle of a map. Absolute no reward even with 99.90%. But all I get is a -1 rank after every map tho.
I just wanted to share my thoughts about this never ending topic even though I have no idea how to make it better or more rewarding. But I think many people get stuck and stop playing actively cause these reasons.
tell that to SyeruP who SSes all stream maps below 200bpm with HDHRKiciuk wrote:
ppv2 is also shit.
Only autistics who mindlessly play 99%+ always FC get pp.
rest is screwed.
Underrated postMomiji wrote:
tell that to SyeruP who SSes all stream maps below 200bpm with HDHR
tell that to Epiphany who gets 50 ur on everything
tell that to My Aim Trash who gets 60 ur on hardcore bursty 270~285bpm maps
tell that to KeigoClear who seemingly never gets 100s on 180-240bpm streams
tell that to XII who gets 80 ur on everything 290-320bpm doesn't matter how streamy it is.
tell that to all the people who had to get 70 ur on long ass OD7 marathons to SS them, for 2 more pp than some 100 ur 2x100 score.
tell that to fuckin Cookiezi who ssed this: https://osu.ppy.sh/b/102999?m=0
with 59 ur (od10.3 ss tier) just to receive some retarded 300 pp range score.
Overall, you began to imply that acc is overrated and I bet 310bpm stream maps and 420bpm alt maps are overrated too because they're DT
^Kiciuk wrote:
ppv2 is also shit.
Only autistics who mindlessly play 99%+ always FC get pp.
rest is screwed.
Why not make miss count stronger? Missing 4 times as much (8 miss vs 2 miss) will eat like 10% of the pp, while halving your combo will eat 50% of the aim pp.[Taiga] wrote:
^Kiciuk wrote:
ppv2 is also shit.
Only autistics who mindlessly play 99%+ always FC get pp.
rest is screwed.
One of reasons why I don't admit of being a polish citizen
Acc should always have highest value in pp formula, right after it combo.
AgreedKiciuk wrote:
ppv2 is also shit.
Only autistics who mindlessly play 99%+ always FC get pp.
rest is screwed.
So in 2-3 years every top score will be hdhrdt and anyone who can't read ar11 wont be able to compete. Shouldn't AR be a preference like it is in mania? You could just as easily give +30% pp for low AR because some people find it harder to aim there.Kynan wrote:
https://puu.sh/yXzIE/97309fb326.png 30% bonus aim PP so basically yes since AR11 is only used on the very balanced TV size "aim" maps out there, and we all know it's definitely not memorization so it's totally normal that it gives that much of a bonus XD. Not to mention the ridiculous bonus for OD11 too even on low acc but that's normal too right ?
Also it's basically the last thing Tom ever did with PP, 3 years ago. https://osu.ppy.sh/p/changelog?category=pp
Tom94 wrote:
Hello everyone,
please leave your feedback for the Standard mode performance ranking here. Every suggestion is appreciated!
Changes to the system are documented in the changelog.
Mec wrote:
Hello:) here is a old map, i just back this game want to Rank it.
I hope i can get some advise for rank. thanks.
https://osu.ppy.sh/beatmapsets/634927/#osu/1347057
This hasn't been the case for quite a while now. osu! saves all scores made with different mod combinations and the one that's worth the most pp is the one that gets used.Portall wrote:
It also blocks off people from setting higher pp scores on a map that they already have a FL score on.Unsurprisingly that's the case I'm in in fact.
Because score predates pp by about 7 years.Portall wrote:
Say you were to take 2 notes. Each note is hit for 300 score, then multiplied by each mod (and combo) to 1008 score. However the PP value they have could easily be drastically different, so why isn't the score as well? It makes setting better pp scores (for example, on a map that you really love to play) pretty hard if you want to mod it a bit.
Tom94 wrote:
Hello everyone,
please leave your feedback for the Standard mode performance ranking here. Every suggestion is appreciated!
Changes to the system are documented in the changelog.