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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
Jovanovic Rolex

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.
kcuf
The new rebalance is going to make almost everyone lose pp. Instead of reducing pp for farm maps, why not give pp bonuses to long maps? Losing pp will let the players feel discouraged to play the game, or even quit the game
Molly Sandera

Caboose_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.
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 gameplay
PS4
well that sucks
zzSlayer
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.
[ -Neon- ]

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.
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.

Let's say you do a play on a map and it's worth 100pp and it's your new top rank so the game will count it 100% so you now have 100pp from it, when you do a new best play, for example 110pp your previous play from 100pp will drop a rank and will become worth less, you won't have 210pp but more like 205.

Simply put your best plays are counted the most, with everyother play not as much.

So keep improving and doing better plays and you will gain more and more pp :)
zzSlayer
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
MauricioGG
ESTA BIEN EL JUEGO NO TENGO QUEJAS :)
[ -Neon- ]

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
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.

Or the server was lagging and it didn't add immediatly
KamaTocssssss
)
Kynoe
pogchamp
Hadiji
everyone, i want a feedback
how to be faster at osu
anybody please
Donovankiin
> Old play has 98% acc and sliderbreak
> Gets 100% acc and FC on the same map later
> Old play is somehow worth more

It may have been the spinners, but holy shit, if the deciding factor between which of the two was better is the spinners, that's kinda garbage in my opinion. I know I'm a new player but situations like these can be a little frustrating. If I'm misunderstanding how the scoring and pp system work, I'm sorry, just ignore this if that's the case. I know it's probably not a bug, I'm just being salty is all.

potion
My PP is messed up someone plz message me
karlabos
A question: are there frequent updates on the pp system? Or is it something that is already consolidated and tehrefore there's no point in ranting on a thread like this?
mcclennys
ank on user profile not the same as rank on performance page/country page, which i guess is because of some hidden players. (Example: dragonhuman #8 and #4 country on profile, #6 on performance and #2 on country page)

Also what happens if i get a higher performance on a song where i already had a ranking. Just for example if i have HD+HR on Remote Control and then DT fc it, would the DT fc count?
Only if you beat your old score
Codex250
The best part about playing osu! is it being skill based since i have only 1 day played but my pp is higher than the rest of people im my country who have been playing longer
Furyf1ghter
make someone do impossible map with M1ll10n PP song by camellia and make it 1million PP but literally impossible and rakned
Miguel Mella
I would like to be way faster at this garbage game
Jaer_old_2
So far so good, imo! good job :)
Coldeerr

Michi wrote:

No complaints from my end so far. :D
nice
aternal_old_2
egg
Farfocele
Please buff lower AR on higher star ratings in the rebalance
Seo Joo-Heon
'+'
TV4Free
Hey, I'm not sure if anyone on the developing side of osu! will see this, but I think it's something that needs to be said. Your ranking system is really cruel to those who have been inactive for loong periods of time. I just started playing again after just getting a good set up. Being gone for over 3/4 of the year, I'm not performing as well as I did months prior, so I want to play maps a BIT under my apparent skill ceiling, to get back in the rhythm of it. Here is where the issue lies: whenever I play through a map in the low 3 stars (my max is around 3.8 back then), let alone FC it; and I lose a LOT of rank!!! 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!! I know ranking isn't everything in this game, but it can be really demoralizing for someone who is trying to get into the game. again, not sure if anyone will see this in this dead of a forum.

Imma go back grinding and crying lol
Volchonokilli

MidwayLemur3 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
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 changing
gummibar
an issue i've been encountering ever since i started playing the game is that, per difficulty, the play with the highest score counts towards your rank, not the play with your highest performance points. this is incredibly frustrating as it makes it possible to lose rank when getting a new local #1 score with lower acc, and this happens to me alll of the time. for a famous example, if, after shigetora got his 817 on remote control, vaxei decided to hack into shigetora's account somehow and set his 813 which was higher score but lower pp, shigetora would lose 7 pp. this overall is not too huge of a deal, but it sucks. sucks quite a bit actually. yes, it is an actual thing. hand on heart, this is an actual thing. happened way too many times for it to be some kind of spectacular coincidence. i would be happy to spend some time providing some evidence if anyone thinks otherwise. thats not meant to be passive aggressive, i'm fine with doing it.

actually this may just be incorrect. mrekk's 1k on imagination overwrote his 900 even though it has lower score. strange. unless the addition of hr has something to do with this, i'm completely off the mark.
YounGeRr
think cool
Makochi
Poggers
vanati
pp buff pls
spliff
abolish pp
[ KrulYuno ]
Oh, buffing lower AR is also nice.
Vivers
ok)
Younggeddes
I'm a 6-digit that just got this with the new pp system:

I thought for sure this would be my pp best on this map because it outshined my previous best in every aspect. However I check my plays and I see this:

I feel something is very wrong in how pp is calculated now. At least...exceptions like this should not exist.

Edit, this just in:

I have so many questions...

Are the in-game pp totals still using the old pp algorithm?

As for the Black Rover debacle, the combo count on the C rank was higher, and without NF, its score would be higher...but the acc is so bad and in that run I definitely would have failed so surely the pp value takes a hit no? So then I ask as well, are the pp values in our profiles all updated to the new algorithm?
wont
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?
Qneto

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?
same here I just went up over 100k in ranks by playing a map.
RockRoller

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?

Qneto wrote:

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?
same here I just went up over 100k in ranks by playing a map.
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-updates
FourCan
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.
Syrup_

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.
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.
[LS]PositoniX

iuzu wrote:

it would most likley take a little while cause of how many ranked maps there are so many ranked maps.
i bet that would work really well on mania than
Turky_sandwich

Qneto wrote:

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?
same here I just went up over 100k in ranks by playing a map.
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 plays
[ plutoh ]
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
CentricalMC

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
i joined after pp rework so i have no clue how it was before the rework.
tumadrepro
hi guys, so my game is kinda broken. So long story short I want to rank up but I can't because i play maps and get some A's or B's from maps that are at my level and still don't get any rank the only time is when I go to school and play there, that's the only time that I can play and my rank goes up
mapko--
das PP System ist ja mal so scheiße. Ich hasse den ersteller. Bitte ändern.
gemida
@mapko-- learn to play noob
Adachi-Sakura

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.
my best play is gone because I played the map again and got less pp.

Great ranking, I love it when you see that you are improving
ThatOneNerd1
I know this is probably old, overposted, and a crappy suggestion, but I just want to put my opinion out here. I think that the scoring system should be just a little bit more lenient on combo and more based on accuracy. A choke is currently worse a lot less than a FC, and two comparable clears with one FC and one with a couple of misses have INCREDIBLY different scores. That's just my opinion though, please don't harass me for it. Instead, if you can have some constructive feedback and a reason why this is the case, I will gladly accept that.
Ro3B1E
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
purplemint

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
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.

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.
Malkior
In my opinion, some characteristics should be implemented in the star rating section and pp. Finger control is the hardest skill set in this game, more than stream, spaced streams and cross screen jumps and that skill set should value more pp. You gain pp from aim, accuracy and speed, finger control should be implemented in this and have more weight than these others. this site has some good changes in the star rating / pp system https://newpp.stanr.info Longer maps should give way more pp than short maps. The player should be more rewarded to FC a map that is 5 minutes or more even if they are not that hard, because consistency is a hard thing to develop and is a mental battle to FC longer maps, this should be more considered, the recent changes are not enough.
Ro3B1E

purplemint wrote:

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
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.

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.
that is so useful to know thank you! ill keep in mind getting the higher combo but what are jumps and streams?
purplemint

Ro3B1E wrote:

purplemint wrote:

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
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.

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.
that is so useful to know thank you! ill keep in mind getting the higher combo but what are jumps and streams?
"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! :-D
KIYUUUUU
Ok thanks!
Wolframio-74
I asume a lot of people already asked this, so I apologize for that. ^^'

Well, I've been playing some songs where I get A or S, but when I go to my profile to chech my pp, I see that I have only gotten 1 or 2 per song, when I was supossed to get more. (I have to clarify that the song that I mean, have only been played by me, once).


For example, this song says that I'd give me 61 pp (I think), but I actually only got a small fraction of it.




Sorry for the Spanish in the image, btw.
[LS]PositoniX

Wolframio-74 wrote:

I asume a lot of people already asked this, so I apologize for that. ^^'

Well, I've been playing some songs where I get A or S, but when I go to my profile to chech my pp, I see that I have only gotten 1 or 2 per song, when I was supossed to get more. (I have to clarify that the song that I mean, have only been played by me, once).


For example, tthis song says that I'd give me 61 pp (I think), but I actually only got a small fraction of it.




Sorry for the Spanish in the image, btw.
because of the way the pp system works, all of your plays are only worth a fraction of your top play. for example, if your top play is 100pp, than your #2 play will be worth 95 pp, your #3 will be worth 90pp, etc. this scale is not linear, so lower plays are worth significantly less than your other plays.
Wolframio-74

[LS]PositoniX wrote:

Wolframio-74 wrote:

I asume a lot of people already asked this, so I apologize for that. ^^'

Well, I've been playing some songs where I get A or S, but when I go to my profile to chech my pp, I see that I have only gotten 1 or 2 per song, when I was supossed to get more. (I have to clarify that the song that I mean, have only been played by me, once).


For example, tthis song says that I'd give me 61 pp (I think), but I actually only got a small fraction of it.




Sorry for the Spanish in the image, btw.
because of the way the pp system works, all of your plays are only worth a fraction of your top play. for example, if your top play is 100pp, than your #2 play will be worth 95 pp, your #3 will be worth 90pp, etc. this scale is not linear, so lower plays are worth significantly less than your other plays.


Ohhhhhh. I see.
Thank you a lot.^^ Now it makes sense that some SS songs aren't worth the 100% of the song.

Sounds like the interesting way to rate performance.
deannn
Just a question because I'm quite new here, my top play is 45 pp. But that play was really lucky and I cannot pull it off again. Right now I struggle to even get 10 pp which I only get about 0.02 pp because I my pp gets weighted. How am I supposed to rank up and get pp?
Wolframio-74

specxtical_ wrote:

Just a question because I'm quite new here, my top play is 45 pp. But that play was really lucky and I cannot pull it off again. Right now I struggle to even get 10 pp which I only get about 0.02 pp because I my pp gets weighted. How am I supposed to rank up and get pp?
Oh, boy. First, I have to say that I'm not an experienced player, at all; but I can share what has worked with me so far.
I'd say that you start playing more maps that are inside your confort zone, and then try to expand that area where you can FC with decent acc.
Also, remember that a map being 3 stars or 4, doesn't necessarily means that map is "as hard as an average 3 or 4 star map", so be flexibe when you describe what your confort zone is.

Other thing to mention, is that you really don't need to worry about getting more pp that much. You essentially get good amounts of performance point, when you get a play that becomes pretty close to your tops, so that means that you kind of have to reach a peak in order to get a new play that is worth more pp.

What I can recomend you, is to try to remember the basics of the games. At least for me, remembering that every (ranked) map has to match with the rythm of the song, helped me a lot to read maps that I couldn't read that well before.
Try to play many maps where you feel kind of confortable but that you can't read that easily. Finding inconsistensies in your gameplay is good, because you can work on them and become a better player. If you spend most of your play time, in song that are too hard or too easy, you'll find that improving with get much slower and inefficient.

(Or at least that's what I think. ^^')

I hope you find it useful. c:

Btw, I also hope the text is understandable. I kind of struggle with English, so I apologize for any mistakes or funny text lines xD).
bigWalker96
I think maps need to all be just as easy to get pp so there isnt easier maps that give you a bunch of pp but harder maps that dont give you as much (if you get good accuracy and good score on both)
Farid_Q2
oh :]
okkokfsfsfs
i always fail when i miss one note
Knorke75
I dont know if anyone involved in programming pp even reads this, but I got an actual suggestion that might solve a lot of issues.

My basic idea is to split pp into multiple categorys and add those together to determine one's rank.There could also be scoreboards for each category.
Those categorys would be stuff like aim, streaming ability, consistency or pattern play (These are just suggestions, there are better ideas for sure). So at the end of any map, you get pp in every category fitted to the map. For a hard jump map for example, you would get a lot of "aim pp" but not much else. This systems would be weighted in each category and then added to the overall pp.

So the Classic DT Farmer with tons of 200"aim"pp plays can still get overall pp by playing easy stream maps (Under the assumption he didnt play streams before)
This systems would not just animate players to try other playstyles and get a wider skillset, it would also prevent a strong meta to evolve and put a kind of balance into the game.

I would really appreciate if I could get feedback so I know my effort wasnt for nothing and devs are completely unaware what I wrote.
AkroNNN
HMM NICE
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