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PP Rank matching option in "Quick Join"

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This is a feature request. Feature requests can be voted up by supporters.
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Topic Starter
BlackGear
Can you add a pp rank matching option in Quick Join?

For example, there are three multi-game are available:
The players in the first game has a pp rank from 400~800.
The second game......1000~2000.
The third one........120000~200000.

If my pp rank is 4000, quick join should help me to join the closest mutli-game, the second game from rank1000~rank2000.

And if my pp rank is 140000, it can help me to join the third one from rank120000~200000.

I think it can help a lot since now the Quick Join always send me to a little easier mutli game.
peppy
Sounds like a good idea
Aqo
Except the PP system isn't in any way related to the players' abilities to play maps so this makes no sense at all for multiplayer.

Would've made sense if PP was a skill rating. But it isn't.
Wishy
Agree with Aqo. But the idea could be added anyways, would be good to have something so you can "get matched" with players on your "same level", would work for certain tiers. Useless for good players tho.
Saten
pp doesn't determine a player's skill, I agree
But that's the fun part.

Players that think that they are all mighty and stuff get their ass kicked or vice versa.
theowest

Aqo wrote:

Except the PP system isn't in any way related to the players' abilities to play maps so this makes no sense at all for multiplayer.

Would've made sense if PP was a skill rating. But it isn't.
It's the closest thing we have, if everyone tries their best on ranked maps.

We would never have a fair system unless every single beatmap you play were ranked, + a bunch of other factors.
Aqo

theowest wrote:

We would never have a fair system unless every single beatmap you play were ranked, + a bunch of other factors.
If the system was at least based on map difficulty and a per-play basis instead of top-play basis it would be far more accurate and would require much less plays to stabilize itself, and it would be a lot more useful for matching players together in multiplayer as the ranking number it would produce would actually indicate the level of maps each player is interested in playing and not a number indicating how far the player was willing to go on farming a high rank on some select maps.

By taking top-plays into account and not every play, PP is a metric that's very /not useful/ for matching players in multiplayer, as multiplayer tests your abilities on an average play and not on a best-play basis.
Tanomoshii Nekojou
SUPPORT! X3
Saten
Map difficulty?
Max is 5 and it may lie most on the time. Some are even harder but still shows 5.
And some get lower because you add more OD or HPD than usual.

Top-plays, those who get higher score are obviously better (unless you cheat)

There shouldn't be any penalties when playing

I have a 5 star Insane map, but it's so easy that you don't even get pp from it. :lol:
Aqo

Saten wrote:

Map difficulty?
If you're replying to my post, was referring to real map difficulty, not star difficulty :b
Full Tablet
I have found more cases where pp is a rough approximation of a player's skill rather than something that seems completely unrelated (for example, normally for me is very hard to beat a player that is about #9000 rank, easy to beat a player that is about #20000 rank and somewhat difficult to beat a player that is about #11000 rank) (the main exceptions I have found are players that play exclusively difficult Insanes with mods, so they get worse performance according to the pp system but can easily pass songs I can't pass (or require hundred of retries to pass for me)).

This is a good idea. If there are problems with the perceived accuracy of the pp system, it can still be fixed with changes in the formulas (though the main complains I have seen about the pp system seem to come because of different ideas of what a good osu! player is. Or the fact that some beatmaps get a lot of reward because they get a lot of plays from inexperienced players, and when you reach certain skill level those plays don't tell you much about how hard will it be to rank that song).
TheVileOne

Full Tablet wrote:

I have found more cases where pp is a rough approximation of a player's skill rather than something that seems completely unrelated (for example, normally for me is very hard to beat a player that is about #9000 rank, easy to beat a player that is about #20000 rank and somewhat difficult to beat a player that is about #11000 rank) (the main exceptions I have found are players that play exclusively difficult Insanes with mods, so they get worse performance according to the pp system but can easily pass songs I can't pass (or require hundred of retries to pass for me)).

This is a good idea. If there are problems with the perceived accuracy of the pp system, it can still be fixed with changes in the formulas (though the main complains I have seen about the pp system seem to come because of different ideas of what a good osu! player is. Or the fact that some beatmaps get a lot of reward because they get a lot of plays from inexperienced players, and when you reach certain skill level those plays don't tell you much about how hard will it be to rank that song).
You have taken my thoughts directly out of my head. You should stay out of my head, it's dangerous in there!

Every issue with pp system is based on the algorithm. The algorithm is good enough to determine approximate skill level and that's all that's really needed for a game matching system. As long as they don't do something crazy like force everyone to use such a system it will work perfectly for players who just want to find matches in their pp range.

However there is one nuisance with this type of system. If you don't like a particular map and you leave it, it tends to put you in the same match over and over. If this could be addressed the system would work perfectly.
PROGUY
Support, because it makes a lot of sense of matching other players with similar skill levels. Maybe the range can be adjusted by difference of the player's current pp or something like that (- or + 100, 200, 400, etc).
jesse1412
I think it would be better for hosts to set a general difficulty of the lobby from a list of options and giving players the option to filter lobbies by difficulty. Eh people can lie but pp lies too so who knows.

Also, I don't see quickjoin getting much use if it's an automatic random join based on pp. Maybe something better would be to make it bring recommended lobbies to the top of the list.

Really this is the kind of place where an actual (good) map difficulty calculator would come into play.
pielak213
­
Kaeru
I know this is an old topic but I was going to post something similar to this. I agree with the people who've said that PP is not the most accurate representation of skill, though I still believe it's accurate enough (as long as you actually try hard on ranked songs) to match up with others. I find it annoying using the quick join feature only to be banned from a room for having a better ranking than someone else.

Of course, this should be an option (like a combo box in options that you can tick or untick). I also like what jesus1412 said. If osu could do a better job at calculating the difficulty of a map, then we could simply just select a difficulty rating that we feel comfortable with from a drop down box. This way, we can tell the game to first check and see if it can pair us up with people that are playing difficulties that we can manage.

In response to what TheVileOne said about being put in the same game more than once: the game could simply remember every room you've previously joined, and put you into the next best match. If there is no next best match, or the player has started a game, simply clear the memory of previously joined rooms.
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