You mean: "the main reason of the pp system being broken is the SR calculation". Yes, that doesn't mean the PP system itself is broken by the most part because a vast majority of maps work well according to both SR and PP.Catgirl wrote:
the pp system is mostly broken because the star rating system is broke
There would... Didn't you read the rest of the thread? The concerns about the snapping started in the modding stage. Even if SR worked well with this kind of snapping, the music theory backing up the fact this shouldn't be mapped this way would still exist and there's people that's gonna point it out.Catgirl wrote:
there wouldn't even be a discussion on this if star rating made sense for this type of snapping.
This map is also a good point of debate for QATs to discuss about osu! being a game about music or osu! being a game about trying to press hitcircles in exact milisecond points over a sound playing in the background. So I think you shouldn't really try to minimize what's going on here, because it is actually a really important matter.
Here the SR reflects the difficulty of the song, you know, that section in the middle is actually part of the song. If the HP is set correctly, you could probably fail the song just by missing notes at that section. Players whose limit is 4.3 stars wouldn't get a decent score.Catgirl wrote:
https://osu.ppy.sh/b/1330403 - this is a nearly 6 minute map, if you remove three streams in the middle of the map then you have a 5 minute map that is 4.32*. the entire map is 6.2*, but if you can play a few difficult streams, even with a couple misses, you're getting extreme amounts of pp for a 4.32* map.
I've heard about flams giving extra pp, but still, flams are resources that are pretty much used in drumming (and in the original TnT), also there's the difficulty on being consistent over them... Probably still too much SR boost.Catgirl wrote:
https://osu.ppy.sh/b/690886 - another 6+ minute map, if you remove a total of 15 notes in the 1/8 doubles section, making them single notes instead, the star rating drops from 7.08* to 5.97*. and 1/8 doubles at that speed aren't hard to play, even though they're kinda easy to shitmiss on. it's basically a free star rating increase and thus a free pp increase.
In this map feel like some of them are placed correctly, but there's that section with a lot of them that could have been better represented by big notes. Still this shouldn't be that much of an issue on maps like this, that are meant for 6 stars players.
As far as I know, extra pp boost is also a bonus for having played a long map, which probably is understandable and makes sense. Probably the devs are going to take a lot of stuff on account for the next time they modify SR calculation. I don't have a formal opinion on this specific point.
Do you really think that "only difference" is just a little difference? Comparing these maps to Ishukan Communication is just biased.Catgirl wrote:
the only difference between this map and the two i mentioned above are that those maps have the star rating increased by sections that are difficult, and this map just has star rating increased due to the awkward snapping
Because the calculation works over musical notation, not over "space length/ms distance" and other kind of stuff which is more mathematical than musical.Catgirl wrote:
the map isn't technically any harder on 3/16 than 1/6. it should be easier on 3/16 because the doubles are slower and farther apart on 3/16 than on 1/6
In the practice, there are no significant gamplay changes if you fit the grid to 1/6 (or 1/12 - I don't remember if there were any 1/4 in this map) the map plays the same at normal speed for most players. This is inconceivable for Skylish whose claims are this is a song "out of common sense" and therefore decided on keeping the division snap unchanged regardless it is rankable or not.
The input of the osu!team was needed on the matter and I'm pretty sure they are working to make osu! better. In fact I think every input made here will help make osu! better.