maniaCmiC wrote:
I think you're confused and hyper-analyzing. Maybe you should think critically about what you're saying.
capefear56 wrote:
All these gymnastics to basically say
Maybe you guys should learn basic statistics before criticizing my analysis as "mental gymnastics" or "hyper analyzing". All you are really telling me here is that you are unable to understand or don't really care about the details. If you don't care to understand what the rework is even doing then don't post, its as simple as that.
If you cant explain what you mean your posts are meaningless
capefear56 wrote:
All these gymnastics to basically say "I wanna make it harder for the farmers to bruteforce maps. So let's make it so the longer, easier parts cause you to lose all PP if you miss anything cuz a truly skilled player shouldn't be missing any of it."
That's the direction we have currently been going with the ranking system already. Short maps are worth less with the same difficulty due to being bad at measuring skill. If misses on easy parts are also bad for measuring skill, they should be punished too.
capefear56 wrote:
What you fail to understand is that the Harumachi Clover farmer has no life. He will eventually have the easy part of that 45 second map memorized by rote, and has no interest in longer 3+ minute maps with the same difficulty spikes but a longer "easy" section. Furthermore, the unskilled player will most likely miss more of the easy section than the skilled player on average, which in a system weighted for misses and not combo, works exactly as intended.
The fact of the matter is, you don't know how long it would take for an unskilled player to rote memorize the easy sections of a farm map. A skilled player might consistently miss ~2 notes on the easy section, while the unskilled player doing it for the first few times might miss 10+ before they manage to memorize it after 100 plays. By making the easy sections worth all the PP of a map, you turn both of these players into farmers who earn basically no pp for their plays despite one player being far superior to the other. The skilled player may have to farm less for the FC, but he still has to farm a map that he should have no business needing to farm - and all for the sake of making the unskilled player's job slightly more difficult by permitting zero mistakes instead of 1-2.
Would such a system make it slightly easier for farmers to gain pp? Sure. But in relation to the number of players it would boost to the appropriate ranking, I think it's worth it. Making it so Mr. DT farmer can now miss 2 notes and still get most of their PP in exchange for regular non-farmers/long map players not having to tear their hair out playing the same map over and over in order to get any pp sounds like a good deal to me.
So you want to make the game give more pp even though you know its less accurate for pp?
You do realize that EVERYONE will have an easier time getting pp right?. This means any gains made through chokes will be made by everyone. This means in the end only farmers will gain ranks, we have a system downgrade for ranking accuracy and farmers are more overweighed. This just makes the problems for non-farmers/long map players even worse since they will be punished even more for not retry spamming maps.
abraker wrote:
Top results are considered to be outliers or close to being outliers. Players retrying a bunch of time until they get a score unreasonably above their average skill is an issue. More over, while the difficulty of a pattern increases linearly with respect to their average skill, I've observed difficulty increases logarithmically with respect to samples that display best skill. There might be some way to convert best skill to average skill, but it already makes an assumption that all scores showcase best skill, which is not always the case.
There is no real way to differentiate best skill from average skill when you are looking at plays on the same map. However certain maps and plays are more likely to be best skill rather than average skill. FCs are more likely to be average skill, long maps are more likely to be average skill. This is why they need to be rewarded more in order to rank a player fairly. If you want to convert best skill to average skill, you would need to determine the degree that a map is measuring best skill or average skill. This is probably determined by the notes hit, map length, map type etc
abraker wrote:
I opt to lean toward interpreting every score the player sets to be sampled from their average skill. If they want to retry the map multiple times to boost their apparent skill, then so be it, but then they shouldn't be surprised to learn that their evaluation is overinflated.
Circling back to % threshold, this does up the threshold by some amount. Taking the best result of a true/false test every 50 samples will make you end up with an expected threshold quite higher than 50%. Applying this concept to pp, it would indeed appear inflated. But again, if players do this then they shouldn't be surprised to find that it is inflated.
That's a terrible idea. You should never leave it to the players to ensure that they are ranked fairly. Ideally the path of min/maxing should be a healthy way of playing the game. Rewarding retry spamming is bad game design.
Additionally you allow people to break the system to get an unfair advantage. The system should be designed against min/max behavior because it will rank more players closer to where they deserve to be. That's the whole point of the pp system.
Finally, if you don't care about player choices then why are we punishing farm maps in previous reworks? Why not leave the system broken? Isn't it the players fault for playing overweighed maps?
Its not the players fault. Its the pp systems fault
abraker wrote:
It's like playing with DT. You get phenomenal pp gains at first until you farm everything out and hit a solid wall. In this case, the wall is the logarithmic improvement curve you chose for yourself rather than a linear one. So doing this will bite back the player eventually. I'd label this as "it all balances out at the end".
Except when a player has reached their peak and the best way to rank fairly among other top players is to roll dice in order to play beyond their actual skill. Yeah this is not the way the game should be. We cant eliminate chance altogether but we should at least factor it into ranking.