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Unstable Rate in Profiles Instead of Accuracy

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +110
Topic Starter
Aqo


The title says it all. The "accuracy" display is completely useless since each map has a different OD and sliders are much easier to acc on, so for example somebody who plays HR on stream maps will end up with very poor accuracy display while somebody who plays nomod maps with no streams gets very high accuracy displays, even if the latter is actually much worse at accuracy on average.

Instead of this old metric, the game now has a very good new feature which is the unstable rate. Why not display that instead? That way it will actually give useful and interesting information about each player.

Simply have the unstable rate var on profiles update every time the player submits a play. Make it hold a list of lets say the 50 top pp giving players or wherever this information comes from now and the unstable rates that they had when those plays were submitted, and return the average of those, and whenever the player submits a new play that would replace one of those 50 values in the list it'll simply get replaced and a new average will be calculated.

Easy to implement, effective results.
silmarilen
unstable rate can also be kept low by playing certain maps, but it does show your accuracy better than the current %
i think showing both would be nice
jesse1412
It means nothing at all the same as accuracy, you have to play shitty easy songs to get a low unstable rate similar to accuracy. It all depends on the maps you play unless you're one of THOSE people (the 0.0001%).
Winshley
I'm indifferent to this.

Yes, it's quite useful to see how accurate the player is, but there's something that needs to be considered on:
  1. Like everyone said above, Unstable Rate can be made worse by playing low OD maps (mostly Easy diffs, and worse case is when the map is offtimed). This can be reduced if it works like pp Accuracy where harder maps are most considered, but not eliminate the problem.
  2. Currently the Unstable Rate is not recorded on map leaderboard, and can only be done after watching the whole Replay Data. This is a problem to players who are not on Top 40 of at least one map. Again, this can be reduced with the presence of pp Accuracy, but not eliminate the problem as well.
  3. When it comes to 0 spinner maps, people might not be able to fix the Unstable Rate if they want to, after they already SS'd such maps.
Full Tablet
Unstable rate is not a measure of accuracy when playing the maps, it is a measure of precision only. A player that always hits the circles 30ms early would have a lower unstable rate than a player that always hits the notes between 10ms early and 10ms later.

A more sensible measure would be a statistic of accuracy, possible choices would be:

- Average absolute deviation (With expected value equal to 0): The mean of (the absolute time offset of each hit compared to perfect timing). (Similar to the other variable shown in replays, but considering both late hits and early hits at the same time).

- Standard Deviation (With expected value equal to 0): The square root of (The mean of (The square of the time offset of each hit compared to perfect timing)).

For notes where a player fails to press the button completely, an error of (200-10*OD) [ms] is considered for that hit (the maximum possible to have while not failing the note).
Tshemmp
I'd prefer the average +/- in milliseconds.
she_old
Sounds actually cool imho, why not both?
jesse1412

Full Tablet wrote:

Unstable rate is not a measure of accuracy when playing the maps, it is a measure of precision only. A player that always hits the circles 30ms early would have a lower unstable rate than a player that always hits the notes between 10ms early and 10ms later.

A more sensible measure would be a statistic of accuracy, possible choices would be:

- Average absolute deviation (With expected value equal to 0): The mean of (the absolute time offset of each hit compared to perfect timing). (Similar to the other variable shown in replays, but considering both late hits and early hits at the same time).

- Standard Deviation (With expected value equal to 0): The square root of (The mean of (The square of the time offset of each hit compared to perfect timing)).

For notes where a player fails to press the button completely, an error of (200-10*OD) [ms] is considered for that hit (the maximum possible to have while not failing the note).
A harder map would mean getting a low unstable rate is harder. compare your unstable rate to your accuracy on an average insane to say big money, map difficulty makes this inaccurate.
silmarilen

jesus1412 wrote:

A harder map would mean getting a low unstable rate is harder. compare your unstable rate to your accuracy on an average insane to say big money, map difficulty makes this inaccurate.
not entirely true. i get better unstable rate on a 200 bpm streamy map (while i cant even stream 200 bpm properly) than some random 140 bpm map.
XPJ38
Problem is: who actually knows what is Unstable rate? Where do the numbers come from? This number is almost hidden in the game and there is no explanation anywhere in the game, forums or even the wiki.

Before implementing this feature, some communication should be done about it otherwise players will be confused.
theowest

XPJ38 wrote:

Problem is: who actually knows what is Unstable rate? Where do the numbers come from? This number is almost hidden in the game and there is no explanation anywhere in the game, forums or even the wiki.

Before implementing this feature, some communication should be done about it otherwise players will be confused.
I had to do quite the research to find out what it actually meant. I couldn't agree more with you.
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