Loved beatmaps should have pp
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.
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
Salvage wrote:
What about calculating accuracy with unstable rate? Or is it that hard to calculate on every map played?.
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.
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
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
xcakepiggie wrote:
remove hd pp bonus
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.
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...
You can disable other interface elements (like the combo counter) with pressing alt+tab. I also know that some skins have combo numbers as transparent, making only that invisible during gameplayCaboose_II wrote:
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.
That's not how it works, Your rank is determined by your pp, your best plays on maps don't just accumulate, the top players would have millions of pp if it worked like that. For example the nr1 player Whitecat has 19700pp at the moment.zzSlayer wrote:
My pp is not adding pls help
So I played and in my history it says that the pp i gained from the map is ___ but overall pp doesn't increase or only adds 1 or 2. Im a new player and feels discouraging playing this game with this issue.
Again, pp doesn't accumulate, the play was worth 24pp but you probably already have much better plays wich are worth more so your total rank/pp didn't really get affected.zzSlayer wrote:
my problem was that it's the first time i cleared it with mods (newly downloaded song) and in history it said 24pp but it did not add to my overall pp. i cant understand this. sry
Right now a lot of people are very active in this game, so losing ranks is not you performing "not as good", it's simply other people playing at the same time as you and getting more performance points to their profile. If you are playing after a very long break and you'll be active, soon enough you'll see yourself getting a fair amount of ranks. Don't worry about it and have fun, with patience you'll see situation changingMidwayLemur3 wrote:
I get so tight when I lose hundreds of rankings for fc'ing a 3.3 star beatmap. HOWEVER, if I play a 3.5 map and get a B on it, I'll get a better result from it!!
Imma go back grinding and crying lol
same here I just went up over 100k in ranks by playing a map.Messiah_ wrote:
so I uh just went up 30k ranks after playing a map, (which by the way isn't any of my top plays) I'm assuming pp rework is here?
Vivers wrote:
ok)
Messiah_ wrote:
so I uh just went up 30k ranks after playing a map, (which by the way isn't any of my top plays) I'm assuming pp rework is here?
Please be aware that there currently are major changes to the system in process. Read more in the related news article: home/news/2021-01-14-performance-points-updatesQneto wrote:
same here I just went up over 100k in ranks by playing a map.Messiah_ wrote:
so I uh just went up 30k ranks after playing a map, (which by the way isn't any of my top plays) I'm assuming pp rework is here?
They dont do this because they dont have someone that can make an ai for this, but if they did it would most likley take a little while cause of how many ranked maps there are so many ranked maps.FourCan wrote:
Since nowadays, more tournaments are being hosted across different ranges. why not design an ai or some sort of compiler that would notice the similarities between the maps and difficulties of a pool to give pp according to the style of mapping that the maps are in. for example some 5.3* tech maps are about in equivalent difficulty as to those aim maps at 5.7 but they give way less pp. maybe if we could set maps with difficulties that are according to their tournament counterparts it would give a slightly more accurate representation of how much pp a map should deserve and reflect its difficulty slightly more accurately.
i bet that would work really well on mania thaniuzu wrote:
it would most likley take a little while cause of how many ranked maps there are so many ranked maps.
I went from 1.1 mil to 700k from the rework lol. Playing the map just updates all your stats post-rework and adjusts all your top playsQneto wrote:
same here I just went up over 100k in ranks by playing a map.Messiah_ wrote:
so I uh just went up 30k ranks after playing a map, (which by the way isn't any of my top plays) I'm assuming pp rework is here?
i joined after pp rework so i have no clue how it was before the rework.qtplutoh wrote:
Are people still talking about the rework pp gain & loss? It happened in like January so by now all of you should've at least played 1 game since then. Maybe not, but if I remember right when the rework happened I initially dropped 80k ranks then gained like 180k the next day and it took me to 500k. Now 2 months later im at 160k hehe im a dirty pp farmer
edit:hehe i was post 2700
my best play is gone because I played the map again and got less 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.
This is one of the thing osu fails to explain to newcomers/beginners. People usually download this for fun or from recommendation, as I did, and they just play maps without even knowing anything about performance points (pp) and star ratings until they reach mid 6-digit. I too, just played without knowing anything about pp until one of my friends who play osu told me about it.Ro3B1E wrote:
I don't really know how it is measured because I get a B on one of the hardest levels I've ever completed and it gives me nothing, but then I get an A on some 2* level and it gives me 4 pp. so i think that the system should be explained more
that is so useful to know thank you! ill keep in mind getting the higher combo but what are jumps and streams?purplemint wrote:
This is one of the thing osu fails to explain to newcomers/beginners. People usually download this for fun or from recommendation, as I did, and they just play maps without even knowing anything about performance points (pp) and star ratings until they reach mid 6-digit. I too, just played without knowing anything about pp until one of my friends who play osu told me about it.Ro3B1E wrote:
I don't really know how it is measured because I get a B on one of the hardest levels I've ever completed and it gives me nothing, but then I get an A on some 2* level and it gives me 4 pp. so i think that the system should be explained more
So basically, pp is a reward system that is given for every ranked map you play (whether a map is ranked or not will be written in the map on the website). Higher pp is given for plays with 1. more jumps hit, 2. more streams hit, 3. better combo and 4. better accuracy. Also, the more misses you get, the less pp you will have at the end.
There are lots of other factors that will make the pp go down or up, but these are the main things.
So for example, if you hit a series of jumps without losing combo, depending on how hard it is to hit the jumps in a row, more pp will be rewarded. This also goes for streams; if you hit like 10 circles in a row that is right next to each other, it might increase the pp by a little (maybe like 1-5pp). However, if by any chance you miss or break your combo, you will start losing your pp, and how fast it goes down depends on how well you play after you lose the combo.
Another thing that will depend a lot will be accuracy. If a map gives like 100pp with 100% accuracy fc (full combo), it might give only like 85 pp if the accuracy is 95% (fc).
As long as you keep your combo, every 300 you get will increase your pp by any means. This is why if you lose your combo in the middle of a play, you will start losing combo until it eventually reaches an incredibly low amount of pp. Therefore, shorter maps are better/easier for getting pp, because a shorter map means less chance of losing combo frequently.
This also answers your question on the two plays you got. Even if you passed a really hard map with a grade of 'B', if you didn't keep your combo, accuracy, and did not hit any hard jumps, it is the reason why you got almost no pp at all. Same thing for your 2* play. Since you kept your accuracy high and combo for a while, you got more pp than the other play.
This isn't a detailed description of how pp works, there are lots of other things that will make the change in pp vary. Also it might be confusing but hope this answered your "pp question". Like I said, osu has to tell beginners about pp, they shouldn't expect people who are playing this game for fun to discover ranking and competition on their own.
"Jumps" refer to a series of circles that approach and are far from each other. After you hit a circle, then another circle comes and is pretty far away from the first circle, it would be described as a jump or jumps, depending on how many circles approach in a row. "Streams" is a way to describe a bunch of circles that approach in a row; most of the times it would look like circles laying side to side overlapping each other. If this is hard to understand, you might wanna search some youtube videos on jumps and streams. Also, you'll get to know much more about this game as you play more, so play in your free time! :-DRo3B1E wrote:
that is so useful to know thank you! ill keep in mind getting the higher combo but what are jumps and streams?purplemint wrote:
This is one of the thing osu fails to explain to newcomers/beginners. People usually download this for fun or from recommendation, as I did, and they just play maps without even knowing anything about performance points (pp) and star ratings until they reach mid 6-digit. I too, just played without knowing anything about pp until one of my friends who play osu told me about it.Ro3B1E wrote:
I don't really know how it is measured because I get a B on one of the hardest levels I've ever completed and it gives me nothing, but then I get an A on some 2* level and it gives me 4 pp. so i think that the system should be explained more
So basically, pp is a reward system that is given for every ranked map you play (whether a map is ranked or not will be written in the map on the website). Higher pp is given for plays with 1. more jumps hit, 2. more streams hit, 3. better combo and 4. better accuracy. Also, the more misses you get, the less pp you will have at the end.
There are lots of other factors that will make the pp go down or up, but these are the main things.
So for example, if you hit a series of jumps without losing combo, depending on how hard it is to hit the jumps in a row, more pp will be rewarded. This also goes for streams; if you hit like 10 circles in a row that is right next to each other, it might increase the pp by a little (maybe like 1-5pp). However, if by any chance you miss or break your combo, you will start losing your pp, and how fast it goes down depends on how well you play after you lose the combo.
Another thing that will depend a lot will be accuracy. If a map gives like 100pp with 100% accuracy fc (full combo), it might give only like 85 pp if the accuracy is 95% (fc).
As long as you keep your combo, every 300 you get will increase your pp by any means. This is why if you lose your combo in the middle of a play, you will start losing combo until it eventually reaches an incredibly low amount of pp. Therefore, shorter maps are better/easier for getting pp, because a shorter map means less chance of losing combo frequently.
This also answers your question on the two plays you got. Even if you passed a really hard map with a grade of 'B', if you didn't keep your combo, accuracy, and did not hit any hard jumps, it is the reason why you got almost no pp at all. Same thing for your 2* play. Since you kept your accuracy high and combo for a while, you got more pp than the other play.
This isn't a detailed description of how pp works, there are lots of other things that will make the change in pp vary. Also it might be confusing but hope this answered your "pp question". Like I said, osu has to tell beginners about pp, they shouldn't expect people who are playing this game for fun to discover ranking and competition on their own.