Tasha wrote:
Probably taking a bit of hiatus from playing the game for rank for a little while. Been kinda gradually losing motivation to play and with the recent kick in the nuts to HD players + lack of any devs having interest in making any actual adjustments to pp / sr algorithms, I'm just not feeling it anymore. Probably stick around for commentary and go back to just playing unranked stuff again.
That's why I'm mostly playing unranked stuff until next year. I actually find it even more enjoyable to play generated, exhausting maps than today's ranked maps. I stopped caring about the ranking like 3 or 4 years ago. I'm not saying, that pp / ppv2 is bad, it just needs a bit more research.
Someone should really re-check the WHOLE Taiko ppv2 feedback thread and gather all the information from every post. The ppv2 code is open-source now, so it will be a bit easier to write down all the details from the code and the feedback. The problem is to find that one tiny detail, that is making the current performance system as it is now.
There is a lot to look at in Taiko performance. I really dislike the DT favorizing. I know, that insane speed requires fast reading and insane timing, and only the fastest ones will climb up the current ladder. But! Check the osu! top plays. There's a lot of HD+HR players that have higher performance than DT players. In osu!, HDHR is not that hard for most of the players, in Taiko HDHR is nearly impossible to play for an average player. I know, these are two different modes and they have different methods for displaying notes, but still. A map with the same difficulty settings have notes visible for a tiny bit longer, than the same map on Taiko, and yes, adjusting the osu! AR to match Taiko SV could be a problem.
I feel like if we get all the important information from the feedback thread and deeply analyze every single detail, we can get a stable and balanced performance system once and for all even if it will take a year.