Hey peoples. Just a quick note that I have completely disabled the updating of pp (Performance Points) as they are no longer calculating accurately.
停止更新 pp ,因為計算不夠準確
The main reason for this is that the actual processing was unable to be run in real-time for a couple of months now, which has resulted in updates becoming less accurate over time. At the current point, I feel it is in the best interests to turn them off until a better solution is available.
因為(pp 系統)好幾個月沒辦法跟著實時更新了
於是隨著時間過去,計算精準度就愈來愈低
所以 peppy 覺得關掉再找另一個更好的(計算)方法來用比較好
I am tentatively going to push v2 of the system out over the coming week, but at the same time I would like you all to stay calm and have a think about the concept of “overall” rankings. Personally, after doing a lot of research and trial-and-error testing, I have come to the conclusion that I do not believe an overall ranking is actually useful/relevant in a game like osu!.
大概(此篇文章撰寫時點的)下禮拜會推出第二版本(v2)的系統
同時 peppy 希望大家冷下腦袋來思考一下「整體排名」的概念
在做了這麼多研究和試誤之後,他個人認為「整體排名」對 osu! 這樣的遊戲來說並非實用、有足夠意義的
The main aim I had when designing ppv2 is to allow players to progress forward. Up to a point, newbies should be able to continue increasing their ranking as they improve. The problem is, just like pp(v1), there is a cap. This cap generally matches the player’s skill, which is correct behaviour, but it also doesn’t give a player direction as for how they are to improve.
peppy 做 pp 系統第二版(ppv2)的理念是希望能讓玩家持續前進
某種程度上,當新手們進步時,他們應該要可以在排名上有所提升,
但問題是,排名提升總會有個限度,這個限度通常會和玩家的技巧成正比,這是正確的,
但它並不會給玩家一個方向來跟著進步。
I hope to change the way competitive play is seen in osu! over the next couple of months. I would like to create something closer to what we see in other competitive games, with ladders that are bound to a certain duration, and reset at the end, with distinct winners. To allow players to challenge others directly in order to usurp their position on the ranking. To give clear goals as to where they are heading and how to get there.
peppy 希望在接下來幾個月,osu! 的競爭形式能有所轉變,
他希望能夠做出近似大家在其他競技遊戲中看到的東西,
像是有時效性的「天梯」模式,
在時間到時重製名次,清楚列出佼佼者。讓玩家能和其他人直接競爭,奪取彼此的排名。
如此方能讓玩家明白:他們正在往什麼前進,並且要怎麼達成目標。
This would also allow for more flexibility in adjusting how the score calculations are done, and stop rankings for becoming horribly stale over time. It should make it a lot easier to compare true skill, rather than having the concept of “skill” washed out by the incredible diversity of play styles, mods and beatmaps that are common in our community.
這也會讓分數計算的調整上有更多靈活性,也不會讓排名變得嚇人的少有變化。
同時,彼此真正技術的比較會更簡單,
「技術」的概念也才不會在這個社群中,被我們如此多樣化的玩法、mods、maps漸漸抹消。
I hope to write up my thoughts in more detail in the near future. Please take the next few days/weeks to enjoy osu! in a less competitive way, or compete on specific maps and/or multiplayer, where skill can very easily be compared on a level grounds.
peppy 希望能在不久之後把他的想法更加詳細地寫出來,請在接下來的幾天、幾個禮拜中,
用不再如此較勁的方式好好享受 osu! 、好好挑戰一張 map ,
或是玩場動指之間便能較量技巧的多人遊戲。
update: i’ve begun to implement v2 in the live system. results aren’t final, chill out.
更新: v2 已經開始在伺服器實裝了。目前的結果並非最終階段,冷靜點。
—peppy
*譯註:不確定 live system 是否指現行伺服器