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New Star Rating Proposal

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Topic Starter
morth1
Hello Everyone. I have been working on a new SR algorithm which aims to fix most of the issues with existing SR. Please take a look and share your thoughts and feelings in this thread!

Links
You can read about how the new system works here:
https://docs.google.com/document/d/1JjHSh6Gzigja0thJDiHwW4E1oH3fxcS0Pze5HJXLErk
Results:
https://morth.smgi.me/rankings/taiko/performance
Code:
https://github.com/smoogipoo/osu/tree/morth-taiko-changes/osu.Game.Rulesets.Taiko/Difficulty

Feel free to ask me about the SR of any unranked maps or maps with HT/DT.

Please note that I have only changed SR, not PP. Therefore existing PP issues (for example, diff spikes, scaling, EZHDDT, acc pp) still exist with these changes. A pp rebalance is being worked on.

I want to thank everyone who helped me with this, by giving feedback, suggesting ideas, and answering my questions. I want to especially thank 6W, Alchyr and mangomizer for sharing their opinions on the difficulties of the hardest ranked maps.
Red Riding Hood
Does this change fix/nerf even and odd color changes from inflating the SR (for example: kddkddkddk...)?
Topic Starter
morth1

3san wrote:

Does this change fix/nerf even and odd color changes from inflating the SR (for example: kddkddkddk...)?
Yes. The impact of colour on SR has been reduced, and repetitive patterns like kddkddkddk... and ddkdkkdkddkdkkdk... recieve a penalty.
Mihaugoku
kkdd player here
don't take it harshly - as much as i don't like the current SR system, this one isn't perfect either, but fixing SR seems to be pretty much an impossible task.. there are too many maps.. though i can't truly tell what's better without seeing the full pp rework..
i hope you're planning on buffing overall pp and doing something about EZ abuse..

i'll just point out things i've noticed in some high level maps from my top plays:
• alchyr's version of etea got hit really hard, despite being extremely difficult. high OD, tricky rhythm and patterns. - https://morth.smgi.me/beatmapsets/832997#taiko/1744951 - while koe [rhuzerv] is rated higher despite being a much easier 1/6 spamfest - https://morth.smgi.me/beatmapsets/958909#taiko/2007651
• i do like the fact that a map like central nucleus ( https://morth.smgi.me/beatmapsets/695399#taiko/1473448 ) - is still rated quite high.. good job!
• i somewhat like what happened to both of genjuro's 'i can fly in the universe' maps. [cosmic trip] ( https://morth.smgi.me/beatmapsets/1116284#taiko/2331944 ), which is the new one, should be the lower rated one, as it's an easy farm, but [sensation in the sky] ( https://morth.smgi.me/beatmapsets/951899#taiko/1987794 ) is MUCH more difficult, and it doesn't deserve to be just a 6.9* map. the 1/8 bursts are hard to acc, especially on od9.8
• fake promise ( https://morth.smgi.me/beatmapsets/1054153#taiko/2202720 ) is still higher rated than both of aforementioned maps, which is a problem in my mind.
• i'm not sure why torquemada ( https://morth.smgi.me/beatmapsets/648914#taiko/1374716 ) gives so much.. it was just a regular streamy map i played with ezhddt.. there was nothing too difficult about it tbh..
• red letter day ( https://morth.smgi.me/beatmapsets/907150#taiko/1907606 ) - got buffed! i like what happened here.

that's for my leaderboard.. though i've taken a look with bernard at different player profiles.. there were weird jumps in ranks, and there seemed to be a nerf for hd/hr players with a big buff to speed/dt players.. bernard went up 52 ranks [152->100], i went down 27 [106->133], he ended up 33 ranks higher and we agreed that this was quite unbalanced, as we have different skillsets, though our skill is pretty equal in our opinion. many other players were thrown around quite a lot..
i am afraid that this change on its own could shift the game a bit much towards a speed-streamy meta, so i hope that when reworking pp, all mods are treated fairly. (still wish ppy would fix hdhrV1.. oh well what can you do)

anyway, keep up the good work. i hope the end result is satisfying and fair for all players.

one thing i want to ask, just out of curiosity - how difficult would it be to include SV changes to the rating?
some maps have extreme or seemingly unfair SV when playing mods, and that fact isn't reflected in calculated difficulty..
Topic Starter
morth1
Hey. Thank you for your comments. I can answer a few things.

Mihaugoku wrote:

• i'm not sure why torquemada ( https://morth.smgi.me/beatmapsets/648914#taiko/1374716 ) gives so much.. it was just a regular streamy map i played with ezhddt.. there was nothing too difficult about it tbh..
Its SR with DT is 7.37*. acc & mod PP are still unbalanced.

Mihaugoku wrote:

there seemed to be a nerf for hd/hr players
I think you're actually observing a nerf to PP maps. HD/HR has not been touched (in fact it has a bigger impact now because SRs are lower). However, HD/HR players who squeeze every drop of PP out of thank you friends, ivaltek, feelin sky etc. will lose ranks.

Mihaugoku wrote:

one thing i want to ask, just out of curiosity - how difficult would it be to include SV changes to the rating?
some maps have extreme or seemingly unfair SV when playing mods, and that fact isn't reflected in calculated difficulty..
I don't know. But I think it'll be necessary to try this in the future if we don't want to kill HR. I'm definitely open to it.
Skull Kid
1/6 and 1/8 are well nerfed
but i still dont know why is united THAT overweighted
it makes no sense
shiduyo
I like the changes for the most part, 8* maps are actually deserving of that sr with this lol. I hope when the pp side of the rework comes along we see slight buffs to HR and nerfs to ez. Killing converts would be cool too :^)
xtrem3x
Total nerf to EZDT and done.
tasuke912
United is currently giving too much pp because of the length bonus, the hd bonus (too much multiplier), the accuracy bonus (not considering how hard the map is to get good accuracy), the weight of sr (now low sr maps are giving much pp), and the the weight of the tech (it is obvious that this kind of maps gets buffed if we nerf 1/6 and 1/8). I believe it would not give too much pp if we fix the pp calculation.

Also, I honestly find no reason to nerf EZ itself. Suppose a map with OD4 and another map with OD8, with completely same patterns, and with a little higher SV. If you nerf EZ, the latter one will get lower pp although the difficulties of the two stays completely same, which does not make sense. However, if you add HD, it may make sense to nerf EZHD as it has larger visible range than HD.
Topic Starter
morth1
I want to show what acc pp is doing, which is the main reason why united, gimme chocolate and a few others give so much pp. Let's look at how much pp an SS on some maps is worth. Strain pp depends on SR, acc pp does not.

Gimme Chocolate +DT (7.20*)
Strain: 252pp
Accuracy: 282pp
Combined: 552pp

United +DT (7.34*)
Strain: 263pp
Accuracy: 235pp
Combined: 514pp

Renatus +DT (7.7*)
Strain: 286pp
Accuracy: 181pp
Combined: 483pp

Galaxy Collapse (8.39*)
Strain: 344pp
Accuracy: 154pp
Total: 518pp

pp is broken. United and Gimme chocolate being overrated is mostly a pp issue and not an sr issue. That's not in the scope of these changes. There are many more issues with pp like tasuke mentioned, which we will try to fix next, and I believe those maps will be heavily nerfed. So please, look closely at sr for now and not pp.
Hypello
I feel like this pp rebalance is becoming kinda overkill. If just 1/8 doubles would be nerfed, it would be fine already. Also, people look too much at certain specific maps instead of specific patterns. Idk sounds like overkill to me (no pun intended)
If 1/8 doubles would be nerfed but still weighted more than 1/4 because of acc, it would be good enough of a fix i'd say. This fix almost sounds like a remake, and I can't even tell what you changed so far in specific. Would be nice to know some more specifics about the weighting of certain patterns, independent of bpm.
z0z
what happened to the rework website linked?

it stopped loading

edit: it's working again
roufou
I don't know where to put feedback to the current SR changes, but I'll put it here in case someone who is responsible might read it, in case they haven't gotten this feedback already.

I strongly believe that the current SR system disfavors the following patterns too much (and their opposite counterparts): kddkddk, dddkkkd, ddkdkkdkd

these patterns are some of the trickiest simple patterns in the game imo, and yet they're gutted in favor of patterns like kdddkdddk, ddddkdddk, ddkkddkkddk, ddddkkkkddddkkkkd, and so on.

this is the reason certain maps are considered heavily overweighted right now. Bellow are notable maps that focus on these patterns and are considered overweighted compared to everything else.

Freedom Dive, Colorful (tamame's apostate remix), Mizutama, United (L.A.O.S Remix)

There also seems to be some issues with certain 1/6 patterns... though I'm still not sure what exactly is problematic, however one notable 1/6 pattern that seems to inflate a little is (kkkd)dkkdd(kkkd)
I still haven't quite formed a strong opinion on 1/6
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