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Performance Points feedback and suggestions (Standard)

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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
lachevre

Knorke75 wrote:

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.
There are already a lot of people who suggest that but never been what the dev wanted.
But there's a website (osu!skills) that so exactly that (you just have to give the name of your account) however, it's not on bancho and is not highly accurate. (sry for bad English)
[Rev]
I think the current PP system is good enough imo
SlackerXin
EXACTLY pls dont change it
TheFakeTuber

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.
Man, this was so long ago. 7 years! I feel like I joined in 2013 but I didn't.
czu
i just made my top play and got 0 pp and 0 rank. Is this like a bug or something ?
https://prnt.sc/183xwbi
esq

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.
buff ez on harder maps buff ez on harder maps buff ez on harder maps buff ez on harder maps buff ez on harder maps buff ez on harder maps
telepokus

158 wrote:

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.
buff ez on harder maps buff ez on harder maps buff ez on harder maps buff ez on harder maps buff ez on harder maps buff ez on harder maps
more like made a mod that has called low ar. Ez lowers circle size (means actually making them huge ) and lowers od thats why you can never buff ez because the od and the circle size being low makes it get low pp
IryN
Buff nomod aim pls (cross-screen jumps, high bpm nomod aim, etc.) also instead of nerfing dt maps, just nerfing DT along would be better imo cuz nerfing the maps also nerfs other mods.
ImLuX on PC
the new pp balance is actually a good pp balance :)
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