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Performance Points feedback and suggestions (Standard)

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Whaleborne
Maybe make it so you can still get an S after like 1 or 2 misses? Like, every other game mode is just as forgiving :/ I have had this complaint from long time players before
dsavant
Is there a minimum required acc to even get pp? I got a 96.92% S on a 2.8 star map that I've never played before and didn't gain a single point...
Sandy Hoey
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
dsavant

Sandy 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
I've never had any issues with my connection to Bancho that I'm aware of :| am I just playing maps that are considered "too easy"? It seems like 1/2 the maps I've been playing (including ones recommended from Tillerino) I just don't get pp for at all, and if I do it's like, 5 pp tops...
Sandy Hoey
It could also be that you aren't donig as well as you think you are. Just because you have decent acc and an S doesn't mean that you didn't break your combo somewhere and didn't get the FC.
Pittigbaasje
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.
Fanboy

Pittigbaasje 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.
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 on
Pittigbaasje

Fanboy wrote:

Pittigbaasje 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.
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 on
I want to say that I do not mean to disrespect whatsoever.
From my experience, there seemed to be a huge variety of maps you can efficiently gain ranks from at the lower amounts of total performance points. However once you reach those borders of difficulty (ar10+, od10) alternatives are becoming more and more scarce. Furthermore, by no means did I say all 1 minute maps are easy, nor irrelevant. I'm sure people enjoy actually listening the music in there. (so do I, from time to time)

What bothers me is that they are picked deliberately to be mapped in a certain way so they yield the maximum amount they can give. And with the way pp is calculated at the moment, they are just too easy for the amount of performance points they give.

Performance points are the only true in game reward you get for playing the game. Players of any game will always try to optimise the way they get their rewards. Mappers feed the community with what they want. So neither are to blame. I feel like the only thing that can restore balance is to adjust the pp calculations.
B1rd
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.
Pittigbaasje

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.
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.
my name is hi
Sometimes I get better scores and lose PP... Otherwise everything's fine!
sayonara_sekai
yeah i came back from a long break and noticed that theres mappers who straight up make metronome ar9.1-9.5 jump maps with high OD. its actually really gross some of these maps even get ranked, i think theres some serious circlejerk going on in this games mapping community and severely damaging this kind of mapping would do wonders for the game in the long run
-Makishima S-
https://osu.ppy.sh/ss/7954422

Looks about right - perfect pp formula, perfect pp system, everything is in place

:thinking:
Caradine

[Taiga] wrote:

https://osu.ppy.sh/ss/7954422

Looks about right - perfect pp formula, perfect pp system, everything is in place

:thinking:
honestly idk about dt but that map is harder than many many other 4.5 star maps for me.
wokalek
Hello... Where I can know about pp formula for definite map? If it possible at all.
-Makishima S-
Short rant... yet again... how pp formula is complete horseshit garbage:




All 3 maps are over 5 min long. Marathon size maps.

Now sit tight:




"Los" - around 1:40, NOT EVEN 5*
haitai - 40 seconds

OD is same for all of them.

Wish incoming osu!lazer brings complete rework of this bullshit.
silmarilen
Los is higher OD, higher accuracy and with HD so it gives more pp. haitai is higher star rating but significantly shorter so it gives less pp.
What is the problem?
-Makishima S-
Weighting of map length = 30s or 5 min... doesn't matter for formula.
Sliders are non-existent for pp formula - main fucking issue.

Pretty much everything with pp formula.

https://osu.ppy.sh/b/1226973 - 99,40% acc FC with HD gives 374pp (amount of players able to pull this - can count on 2 hands)
https://osu.ppy.sh/s/591987 - 100% HDDT gives 363pp (amount of players able to pull this - A LOT)

Please, if someone tell me that 20s harumachi HDDT is harder than 5min USAO... must visit mental doctor asap.
silmarilen
Length is absolutely involved in pp values of a map, just not as much as you seem to want it.
Sliders are existent in pp formula. It looks at the shortest possible path you can take. The problem is that 1: it doesnt take into account that you have to follow the sliderball and 2: a jump will always be faster than a slider.

Map length is a difficult subject because how are you going to accurately use it in pp calculation? Should a map that's twice as long give twice as much pp? Then you will soon end up with superinflated pp ratings just because that 4* map is 20 minutes. Should a map that's similar star rating but longer always be worth more pp, even if the od is lower? When length weighting was first added people complained that it was too strong so it got nerfed, now you think it's not strong enough. It's not just something where you change 1 number and be done with it.

Also you could work on your attitude.
-Makishima S-
Map length is just weighted too little in comparison to how aim and speed values are weighted. Consistency is... lets be honest, one of harder skills to maintain because human nature of nerves and stress has his role in it. How many people out of all players in rank range from 50 to 10k are able to consistently play with high accuracy and FC in 10-20 tires marathon size maps and how many are able to do this to 1 min maps. While rank going up, more people starting to be able to play longer maps but it is still an issue if you gained your ranks by playing exclusively TV-Size maps.

Map length should have bigger impact for pp just because it is way easier to pull out 200pp score from daidai dt spamming it over and over than from for example this map: https://osu.ppy.sh/b/53554?m=0 - OD9 7 min vs OD 9.7 2 min map.

Here is one thing:

https://osu.ppy.sh/b/53554?m=0 - 99% = ~220pp
daidai genome DT only 93% acc fc = ~223pp

Now, difficulty wise - pulling 99% on Emotional Skyscraper ~ World's End is wayyy harder than pulling 93% fc on daidai genome.

Sorry for my attitude, issues with pp formula still driving me out, even that I don't play actively anymore due this particular issue.
Blueness
so far so good until the PerformancePlus launched.

Here is an example: https://osu.ppy.sh/s/38235 I have 94.46% on DTFC and got 262pp, but the same score there are more than 310pp in the PP+

Now I'm in meditation, why the beatmap contains TONS of streams still gives less pp than a many stupid jumps like daidai gonome?
I'm really really care about the streams take up how many percentage weight in the pp system, to fc a beatmap with many high speed streams is not easy for most people, but many people can jump easily even with the touchscreen.
-Makishima S-
Because distance spacing on streams is short and for pp formula "it is worth nothing".
Yet, getting good acc on stream heavy map like River styx is super hard in comparison to 1-3x 100 daidai HDDT.

99% acc fc river styx gives same pp as HDDT 1 x 100 on daidai.

Amount of people able to pull out 99% acc fc on river styx - not many...
1 x 100 HDDT daidai - well... every single 4-digit pp farmer.

¯\_(ツ)_/¯
amax
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?
jesse1412

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?
This is how ppv1 worked and it was shit.
Kiciuk
ppv2 is also shit.
Only autistics who mindlessly play 99%+ always FC get pp.
rest is screwed.
Hydrano
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.
jesse1412

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.
If you're not improving you shouldn't be ranking up over players who are.
E m i

Kiciuk wrote:

ppv2 is also shit.
Only autistics who mindlessly play 99%+ always FC get pp.
rest is screwed.
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
Barusamikosu_old_1

Momiji 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
Underrated post
-Makishima S-

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.
E m i

[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.
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.
Actually I don't mind combo being the most important, but how many times more important than miss count should it be? Twice as important, 4 times as important? I think twice as important would be ok but what the game does currently is not even funny.

Extra:
1. Misses subtract a percentage of the total pp. Missing 5% of circles in a 200 combo map (10 misses) will result in a reduction significantly lesser than missing 2% of circles in a 5000 combo map for example. One more mechanism of making short maps overrated

2. Combo doesn't consider the difficulty of the map over time, spike placement is a mechanism for making maps overrated -.-
Omnipotence -

Kiciuk wrote:

ppv2 is also shit.
Only autistics who mindlessly play 99%+ always FC get pp.
rest is screwed.
Agreed :o
DroidBass
My main complaint is the huge amount of pp given at higher accuracy at high OD even if the map is really short *cof cof OKDAD or Elmo and the Monster Coockie eater*

Instead of basing almost everything accuracy pp at OD, instead focus at giving larger pp rewards from longer maps which aren't that high OD at all. Retrying on shorter maps still getting a lucky try with higher accuracy gives people pp which they don't deserve at all because of no constancy.

While we see OD7.5 maps which are x1700 combo that gives less from accuracy scaling than silly OD+9.75 (OD8 or higher +DT) maps of under x300 combo which is kinda absurd. Accuracy at higher OD needs to be LESS EXPONENTIAL mostly because pp is not a lineal system and there is the huge mistake of making accuracy an exponential variable. While I complain too about that 97-98% HR values are extremely low but that at +99% they start becoming so overrated.

Maybe you don't know, but in some DT/HR maps with OD close to 10 and at least x850 combo length if there are the right amount of hit circles, the diference between a 95% and 100% acc is over 100 pp !! which the difference between 99% and 100% is almost the half than in 95% to 100% !!. The problem actually is by under-rewarding accuracy below 98% at higher OD but kinda over-rewarding high accuracy at that OD.

And the problem is even bigger the lower stars a map has. As I said, pp rewards doesn't work lineally and that's the problem of actual pp accuracy values. For some people a 98% acc 200 pp values +0.01 pp but 275 pp 99.50% is like +40 or even +60 pp (which CAN happen in the cases of x850 maps with 4.8 - 5.3 stars with OD between OD9 and OD10)

Apart, that I'm completely agree with that some stuff done with lower acc but still FC are satisfactory but not so well rewarded in pp.
Yatorius
Um, hi, I guess
Oneberry
Yess!§
Findu
I think making the PP gain of using mods like HD and DT less. i see the skill involved in using every mod but some of them feel very overweighted pp wise.
Skeletroll
Hidden should not give any bonus pp. It is a vision mod that basically becomes a preference at AR9 and higher. It doesn't make the map any harder 99% of the time yet adds loads of PP.
Ahnanmi
I guess :D
Loli_Rells
!
simtom
Is it true ar11 gives +30% bonus PP ?
Kynan
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
-GN
agreed on the accuracy thing at least. high accuracy on low OD(SS/single digit 100s on marathons) is underrated as well
Frikandel
AR11 +30% WTF! I never knew that. Seems a bit excessive.

HD is free pp on almost every map that is already a pp map, because the patterns are super easy. In my experience it only makes streams harder the spacier they are. And, I am less capable of reading triples in big jumps when playing HDHR. This is just a personal thing but it is definitely caused by HD.
FINGERLOCK
is it ever realistic to believe that sliders will be properly weighted?
silmarilen
I highly doubt it. It's too difficult and too much work for the small team that osu has.
simtom

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
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.
I TheCzar I

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.


Its very good!
RudiStyle
._.
TghMonster
Does acount standing can affect off pp gaining?? because in my dashboard historitical i get 26pp but in profile it's only counted 6 pp idk it's going so hard to gainning pp
sampai_
MTG
Euh... bah c'est trop simple a avoir les pp
OriginallsSky
I do not get the right amount of pp that I should earn
In my profile it shows that I won 12 but in fact I did not get any pp

Help
dellar68
Loved beatmaps should have pp
Mec
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
frutiger aero

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

not the place to ask
[Shiny]
Why don't make PP scores works as the same way as ranked score? Making one PP score per mapset would help very much in the most polemic PP problem nowadays: the farming (especially in those maps where the only purpose they exist is for PP farming)
Vens
Is it possible that in due time, something will be done to balance DT and FL pp wise?

They both propose a 0.12 increase in score yet they yield such a different pp value that it makes FL worthless to someone who can go fast. As well as making it seem as if someone with good memory is equivalent in skill to a rather, very fast play. 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.

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.
silmarilen

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.
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:

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.
Because score predates pp by about 7 years.
Fighu
The pp system seems way too favoured towards high ar maps atm with jumps. I also feel like EZ could get a buff and FL plays could be appreciated more by the pp system. Apart from that I think the recent HD nerf was much needed. The system is very complex which means it is hard to be tampered with and I think the state of the system is fine atm but these issues above need to be addressed.
-Cermia

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.

Honestly the pp system should go by actual graphics over the programming, maybe make sliders more worth your time, more pp heavy farm maps will be more enjoyable
cormanclan
Playing Hard Songs is worthless.
Speed and difficulty already needed a buff now there irrelevant due to speed accuracy changes. Simply surviving a harder song then your used to with any accuracy is much harder then nearly full combing a much easy song with a insured high accuracy.

Example:
After 3 attempts to survive ("Make a move")insane 4.9 stars, i did it! with a inevitably low accuracy and combo who cares it was difficult for me. because of low accuracy you get 14pp which might as while be a slap in the face or even trying.

to proof a point
My first try of ("Black and White")hard 3.4 stars i got 94% and 38pp. I didn't even full combo it and got double the points of a much harder beat map.

Returning the speed accuracy to what it was would make this problem less critical, but ideally it should be changed in the opposite directions to encourage player to improve there ability's not just perfect the easiest songs they can full combo.
Vuelo Eluko
Star rating is not meant to reflect difficulty to pass but simply difficulty to full combo. To that end, pp is mostly rewarded based on combo, with some concessions for partial combo and a focus on accuracy.
TeamTsundereNat
the performance point system reform was a good thing.
PKrab
So ive been playing for quite a while but took a break from playing for a bit and when I just now came back my pp for standard has reset to 0. strange because im level 92 with tons of good plays on my account? some feedback would help, maybe there was an update and im just looking at things wrong
Vuelo Eluko

PKrab wrote:

So ive been playing for quite a while but took a break from playing for a bit and when I just now came back my pp for standard has reset to 0. strange because im level 92 with tons of good plays on my account? some feedback would help, maybe there was an update and im just looking at things wrong
Maulr
I honestly don't have the skill or capacity to rate this. But I don't really think the system needs to be changed. Its good in itself.
daze16
It seems to me that some of the metrics in the PP system are extremely abuseable, and end up shaping the meta significantly (people play what gives PP, people map what people play, so people map for PP). The 2 main culprits for metrics that affect this are max combo, and misses.

The PP system values misses evenly independantly of the number of objects in a map, using the formula 0.97^m (at least, this is the last value I saw, and what I have seen seems to reflect this fairly closely). If I play a short PP farm map with 150 objects, and miss 10% of them (effectively butchering the map, 15 total for the short map), my PP drops by 63%. A fairly significant loss, but if the base PP is high, retaining 37% of this base value can steal lead to a decent play. If I play a long map such as Yomi Yori Kikoyu, there are 3070 objects. If I miss 10% of them, I am essentially playing the map as well as the above map, which is 307 misses in this case (not even accounting for fatigue, you will likely miss an even higher % of notes in the longer song due to fatigue, yet instead of this being accounted for, it is punished, severely).

In this case, however, instead of retaining 37% of my PP, I retain less than 1% (I believe there ends up being a lower floor, or somthing similar, but this is hit long before 307 misses). In order to have the same effect as the shorter map, I would have to miss only 15 notes here as well. On the short map, hitting 90% of notes is equivalent to a 99.5% hit rate on the longer map.

The solution for this would be to have PP be effected by misses based on percentage misses as opposed to flat number of misses. An example suggestion of an adjusted formula could be:
(1-(30/max notes))^m



The other culprit (combo), is an even more abuseable metric, for 2 seperate reasons (length, and consistency). If a song has difficulty spikes spaced evenly throughout it, you will likely combo break periodically, never retaining a significant combo (significant meaning 50% of a song, as 50% of a song causes you to lose ~43% of your PP, and going below this causes huge losses). This means a PP map with 200 easy notes and 20 hard notes, with the 20 hard notes all at the end will allow players to miss almost all of the hard part, and still retain 90% combo, causing large PP gains, whereas a map that has 20 hard notes in bursts of 5 in 4 separate places a player may hit the same easy notes, and miss the same hard notes, but where the first player would only lose 8% of a songs base PP, the second player would lose 73% of it. This is not even accounting for the second point, length.

If a player hits the same portion of notes on a long song and a short song, you can expect their max combo to increase roughly with the log of the songs length, yet the formula expects this value to increase linearly. (It is way easier to hit a 75 note combo on a 150 note song than a 1500 note combo on a 3000 note song, just from an intuitive perspective, yet these award equal pp).

The solution to combo is to remove it from the PP calculations altogether. I realize that this might seem to be rather poor feedback, but for the above reasons I believe that combo is essentially impossible to gauge as to how it reflects a players performance, and mappers simply end up mapping short songs with 80% of the song being super easy and the last 20% being a massive diff spike to abuse this system.



In addition to the above 2 points, since short maps can be played much more quickly, more attempts in a similar period of time means you get more chances for a good run. I can play a 1 minute map 5 times in the same time I can play a 5 minute map, so it should be expected that a run on a 5 minute map would give more PP than a similar performance run on a 1 minute map (reward to time spend ration should be similar). The PP calculation for song length is shaped sort of like a graph with the formula 1/x^n. I'm not sure the exact values, but this could likely be tweaked a little bit so diminishing returns from extra PP from long songs tapers off a little slower.



The current meta focuses on very short songs with 75-80% easy sections, and short diff spikes at the end. It feels a bad that top 50 plays on the Promethean kings are giving single digit PP (1 play even giving 0 pp), and a DT play on Harumachi Clover where you miss 10 or 15 notes can give triple digit PP with much less skill required, and only takes 20 seconds, and this effects how mappers make their maps. Hopefully with a few tweaks to the system, the formula could better reflect how impressive a play on a given map actually was, which would allow mappers map different styles and lengths of maps without the player base ignoring them as much as they give no PP (unless you are cookiezi and can FC 3000 note maps with tons of jumps and deathstreams).


TLDR:
-change formula for misses to account for song length (ex, (1-(30/notes))^misses
-remove combo from the formula (too hard to account for, too abuseable)
-reward marathon maps slightly higher








EDIT:
Could also add a damping formula to prevent a small number of notes creating all the PP value in a song (ex below of how this can cause issues)

https://youtu.be/Vh15Q9Mdias
https://youtu.be/5iXTTfozN0U
https://youtu.be/CsqMGBJ1m6g (3.5k PP 1 button click)
https://www.youtube.com/watch?v=cjLABPThKuk (after more consideration, a damping formula is really needed to prevent this kind of abuse)
Lanaxer
buff (spaced) streams and high acc plays for touchscreen
mikuosos
the performance point system reform was a good thing.
-Undefined-

Salvage wrote:

What about calculating accuracy with unstable rate? Or is it that hard to calculate on every map played?.


RIP SS
MotoNickel
No complaints from me... 😁👍
- EdgarNitroX
maybe this would be changed in dt players and hr players , so the diff etc.
dcmallo
I'm having trouble raising my PP score, my recommended difficulty is 3 stars but I play 5 star maps, and when I set scores where i combo half the map on really hard maps for me I get 20-40 PP but my overall goes up by ~1-2 pp and I don't under stand it.
Novalogic
Not sure if this was brought up earlier or not. I was wondering, why is it that loved maps can't give pp just like the ranked maps do? I'm not saying that we should just make all loved maps into ranked ones, but since they received a high recognition from the community, why can't they - while still remaining as the separate map category - award performance points just like the ranked ones do? I can't see any reason for maintaining that difference between both map types.
Syluvaine

Novalogic wrote:

Not sure if this was brought up earlier or not. I was wondering, why is it that loved maps can't give pp just like the ranked maps do? I'm not saying that we should just make all loved maps into ranked ones, but since they received a high recognition from the community, why can't they - while still remaining as the separate map category - award performance points just like the ranked ones do? I can't see any reason for maintaining that difference between both map types.


Normally loved maps don't meet the ranking criteria; https://osu.ppy.sh/help/wiki/Ranking_Criteria

I guess that in some rare cases the mapper just didn't want/care to rank the map so it went loved
Novalogic
The question wasn't why loved maps are not ranked ones. I asked why should they be deprived of awarding pp to players. And all the stuff about so called ranking criteria is supposed to be there to maintain sufficient map quality, in order to ensure good playing experience. Loved maps got their rankings because people LOVE them. I can't see why they should be handicapped like that.
ikasu
if you got pp from loved maps there would be no reason to have a loved map category because they would just be ranked maps
Hibaragi
That​ good.
ZedSR
Que signifie le nombre de pp qui se situe à gauche du nombre de pp obtus sur une map quand on regarde son profil ?
ItzSlowney
Hi
TheNub
It would be niced to have "loved" pp, that don't add to your normal pp, of course there should be a loved leaderboard aswell to keep things interesting :)
Psyhoren
Hello everyone!

I would like to suggest ranked multiplayer. What's ranked multiplayer you ask, well let me explain. For starters we all know that in multiplayer it is much harder to play, because of pressure and excitement of playing against other people and that enables us to do stupid mistakes, and not get the perfect play you were looking fore. So what if when you fool combo in ranked multiplayer instead of getting pp to your main score you would get pp to your total ranked multiplayer score.
This ranked multiplayer would go something like this. First you and other 8 players enter a lobby and you get a pool of songs of about 20 and they would be from most played songs from you and other players. Each player gets to ban 1 song from the pool, and you play best of 5. Winner is the one who gets most wins in the end, and pp is determined on how you did on all of the maps. so even if you win but you sucked you still get lover points, and if you came in last or fourth you loos points, the third plays gets out dry, 0 pints.
I just had this idea because i was tired of playing alone. I think something like this would drastically improve multiplayer and it would be more exciting to watch it played on twitch or other platforms. This is only my opinion tell me what do you people think what could be improved and if such a thing would be grate or not.

Best regards
Psyhoren
TheNub

Psyhoren wrote:

Hello everyone!

I would like to suggest ranked multiplayer. What's ranked multiplayer you ask, well let me explain. For starters we all know that in multiplayer it is much harder to play, because of pressure and excitement of playing against other people and that enables us to do stupid mistakes, and not get the perfect play you were looking fore. So what if when you fool combo in ranked multiplayer instead of getting pp to your main score you would get pp to your total ranked multiplayer score.
This ranked multiplayer would go something like this. First you and other 8 players enter a lobby and you get a pool of songs of about 20 and they would be from most played songs from you and other players. Each player gets to ban 1 song from the pool, and you play best of 5. Winner is the one who gets most wins in the end, and pp is determined on how you did on all of the maps. so even if you win but you sucked you still get lover points, and if you came in last or fourth you loos points, the third plays gets out dry, 0 pints.
I just had this idea because i was tired of playing alone. I think something like this would drastically improve multiplayer and it would be more exciting to watch it played on twitch or other platforms. This is only my opinion tell me what do you people think what could be improved and if such a thing would be grate or not.

Best regards
Psyhoren


Really like the idea, but i think the mappool system is not necessary, it would be enough to just get a random map out of all the ranked maps to avoid farming maps only :)
ImHope

xScreaMzx wrote:

Psyhoren wrote:

Hello everyone!

I would like to suggest ranked multiplayer. What's ranked multiplayer you ask, well let me explain. For starters we all know that in multiplayer it is much harder to play, because of pressure and excitement of playing against other people and that enables us to do stupid mistakes, and not get the perfect play you were looking fore. So what if when you fool combo in ranked multiplayer instead of getting pp to your main score you would get pp to your total ranked multiplayer score.
This ranked multiplayer would go something like this. First you and other 8 players enter a lobby and you get a pool of songs of about 20 and they would be from most played songs from you and other players. Each player gets to ban 1 song from the pool, and you play best of 5. Winner is the one who gets most wins in the end, and pp is determined on how you did on all of the maps. so even if you win but you sucked you still get lover points, and if you came in last or fourth you loos points, the third plays gets out dry, 0 pints.
I just had this idea because i was tired of playing alone. I think something like this would drastically improve multiplayer and it would be more exciting to watch it played on twitch or other platforms. This is only my opinion tell me what do you people think what could be improved and if such a thing would be grate or not.

Best regards
Psyhoren


Really like the idea, but i think the mappool system is not necessary, it would be enough to just get a random map out of all the ranked maps to avoid farming maps only :)


well yeah a random one would be great but also it should be a star range so you dont get 2* maps when youre like a 3 digit player.
Beidou
remove hd pp bonus
SayoCoffee
pp...
Vuelo Eluko

xcakepiggie wrote:

remove hd pp bonus


says non hd player
Rewiin
it's great
Coralruler
This is old
MizDie
I can not understand why half pp is not counted ...
played a card today, received 18 pp of which I received only 18pp, and this is not the first time, I lost about 100pp, and I want to turn to support so that they fix it.
Rookidee
I think the pp loss for getting a few 100's instead of SS on HR and other high OD stuff is kinda harsh, I think it should be toned down just a tad.
dumbtiger
i'd suggest giving a beatmap a lower pp weighting based on how many people have it in their top plays, this makes farm maps worth much less pp, also possibly don't make ez affect pp since that's the easiest way to compensate for reading lol
debx

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.


Cannot complain really.
FloatinSardines
I know my playtime is rather short but I personally would love the pp system come towards a more balanced gameplay meaning that a farm map would atleast have both jumps and burst to encourage players to have higher skill. It's also a good idea to make the PP reward higher if the map is longer just because consistency is harder overall than just hitting a 1 min pog map with jumps mainly being the focus.
Naiad
I'm sure this has already been said before but it clearly wasn't addressed. Many people will argue "streams at this bpm are underweighted" or "jumps at this angle are underweighted." These may both be true but there are more pressing problems in the PP system. The first of which is the valuing of combo at all. I understand that combo is an important concept in regards to score in many rhythm games, but why should it have a say in how "skillful" or how good the performance of a player in regards to any one play was. A play that gets one miss on the last note, is worth almost as much as an FC, but a play that gets a miss in the middle of the map is worth comparatively little. There is no reason that this should happen, since a miss in the middle does not imply it was a "worse" miss than one at the end, but it is punished more harshly regardless. The second problem in the current pp system is the fact that sliderbreaks near the ends of maps barely matter at all, bringing down the pp of the score only by a few even if the score was upwards of 600 pp. If the sliderbreak was replaced with a miss, there would be a significantly larger penalty. Sliderbreaks are caused by the exact same problems as misses, you either misaimed or tapped at the wrong time, so why should they be punished any less? I understand that this problem may be harder to fix than the first but just a suggestion. And finally, the last major issue is the fact that slider ticks aren't weighted in terms of aim. This, again, might be a fairly hard to fix problem, but currently maps like Kikoko Doukoku Jigokuraku are incredibly underweighted. I understand that simply making the pp system treat the slider as if you moved your cursor along the slider properly could lead to issues with slider tick cheesing, but in that case why not just treat each slider tick as if there is a straight line to the next tick, regardless of the shape of the slider?
abraker

parallaxia wrote:

The first of which is the valuing of combo at all. I understand that combo is an important concept in regards to score in many rhythm games, but why should it have a say in how "skillful" or how good the performance of a player in regards to any one play was. A play that gets one miss on the last note, is worth almost as much as an FC, but a play that gets a miss in the middle of the map is worth comparatively little. There is no reason that this should happen, since a miss in the middle does not imply it was a "worse" miss than one at the end, but it is punished more harshly regardless.

Ah, welcome to the acc > combo club. Here at this club we spend years and years trying to convince std players that combo is poor mechanic and has issues. Please enjoy your stay!

Although it has nothing to do with pp and is more of a scoring issue...
Naiad

abraker wrote:

parallaxia wrote:

The first of which is the valuing of combo at all. I understand that combo is an important concept in regards to score in many rhythm games, but why should it have a say in how "skillful" or how good the performance of a player in regards to any one play was. A play that gets one miss on the last note, is worth almost as much as an FC, but a play that gets a miss in the middle of the map is worth comparatively little. There is no reason that this should happen, since a miss in the middle does not imply it was a "worse" miss than one at the end, but it is punished more harshly regardless.

Ah, welcome to the acc > combo club. Here at this club we spend years and years trying to convince std players that combo is poor mechanic and has issues. Please enjoy your stay!

Although it has nothing to do with pp and is more of a scoring issue...


alright but I'd really love a misscount>acc club, every time someone sets a 50 miss on some 9* but some idiot comes around with 2% more acc and 20 more misses and everyone acts like the second play is better I'm infuriated
jarac

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.

how do I get pp
Mashifoni
Is it now time to add multiplier/revision on Perfect mod (separating it to the Sudden Death mod)? HR and DT is getting popular this days.
Caboose_II
Hello peeps, not sure what my suggestion would be considered but an option to turn off/on the Combo counter display?
old(ish) player getting back into OSU! again, still an amateur player though, but im sure having a (for myself) "high" combo on the left corner puts a bit of pressure. but i know i should block it out while playing but its distracting to know im doing slightly better each time.

just the little things.
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