FGSky wrote:
with this system FL is just a lose-time mod
FGSky wrote:
with this system FL is just a lose-time mod
Pretty much this. People ignore FL for a reason. When you look at things like this https://osu.ppy.sh/b/155929?m=0 the last thing you care about is the fact that someone FL'd it (although that rank 1 is fairly impressive, no one cares about it).Riince wrote:
even if FL gave dt amounts of pp people would still look at FL players as randoms
https://osu.ppy.sh/b/154889jesus1412 wrote:
Pretty much this. People ignore FL for a reason. When you look at things like this https://osu.ppy.sh/b/155929?m=0 the last thing you care about is the fact that someone FL'd it (although that rank 1 is fairly impressive, no one cares about it).Riince wrote:
even if FL gave dt amounts of pp people would still look at FL players as randoms
I've suggested something like this in the thread that wants PP to act as score instead, but nobody seemed phased. (I think my idea was actually 1.03 for HD, 1.06 for HR, 1.09 for FL, and 1.12 for DT or something...)Tess wrote:
Why is this so hard to agree with or implement? In my opinion, it would be much better if the score bonuses were:Granger wrote:
In my opinion it would be a idea to slightly lower the base score bonus and have a scaling bonus for combos past 200.
HD: 1.06x
HR: 1.08x
FL: 1.10x
DT: 1.12x
It's a mod in the game and you can't tell me that HR is harder than FL. FL should be worth it on longer maps. That requires a hell of a lot of skill and not just anyone can memorize an entire 2000-combo map and get high accuracy on it. You can call any FL score easy - that doesn't make it so. That reminds me of the guy who played a map I recommended to him as a hard map, and he went "LOL this is easy LOLOL" but when I asked him to FC it he couldn't do it, and said it wasn't worth it because it would take too many tries.
Spun Out reduces the final beatmap's pp by 5%.SpunOut shouldn't reduce pp by flat percentage, but rather the total amount of length of the spinner(s) or total number of spinner(s) or both instead.
Making spunout pp depend on the amount of spinners makes sense indeed. I'll see if I can add this in the next balance adjustment.Winshley wrote:
Spun Out reduces the final beatmap's pp by 5%.SpunOut shouldn't reduce pp by flat percentage, but rather the total amount of length of the spinner(s) or total number of spinner(s) or both instead.
While this may sound silly, I'm planning to use SpunOut to make a HD+HR+FL+SO scores so that I can actually enjoy getting SS with such mod combinations on certain map(s) while preventing myself from taking #1 away from players who have HD+DT or DT+FL scores. Would be weird that I got less pp when the map has 0 spinners, isn't it?
I actually thought about this a week or so ago but didn't bother posting. Would love to see score replaced with pp for more accurate scoreboards, though a change this big seems unlikely, and is probably too much of a bother, but who knows.NixXSkate wrote:
I've suggested something like this in the thread that wants PP to act as score instead
I would hate it.koromo wrote:
I actually thought about this a week or so ago but didn't bother posting. Would love to see score replaced with pp for more accurate scoreboards, though a change this big seems unlikely, and is probably too much of a bother, but who knows.NixXSkate wrote:
I've suggested something like this in the thread that wants PP to act as score instead
It's probably impossible anyway, considering SS scores + spinner bonus and whatnot (since spinners make no difference in pp), plus tons of replays not being available due to not being in the top 50 despite giving enough pp to make it otherwise.NixXSkate wrote:
I would hate it.
Yes.Woobowiz wrote:
pp based scoreboards would be fantastic, and same pp tiebreakers can be resolved after by score, then by date achieved (1st to score it wins)
Why, though? Everybody knows that score has nothing to do with which play was harder to make - just look at the Hoshizora no Ima scoreboard if you disagree. Or Killer Song, or Wahrheit. What's the point of a scoreboard if the top scores aren't the best scores?NixXSkate wrote:
I would hate it.
I already discussed what I consider a solution in this thread previously (if you scroll up), and a previous post in the other thread.Tess wrote:
Why, though? Everybody knows that score has nothing to do with which play was harder to make - just look at the Hoshizora no Ima scoreboard if you disagree. Or Killer Song, or Wahrheit. What's the point of a scoreboard if the top scores aren't the best scores?NixXSkate wrote:
I would hate it.
For as long as people aren't 100% happy with the current pp system and they see potential changes that would make it more accurateTess wrote:
However, this thread is nearing 100 pages. For how much longer do you intend to keep it going, anyway?
Makan1 wrote:
Second it could make a lot of even scores of popular maps which everyone hdhr SS
Makan1 wrote:
everyone hdhr SS
Makan1 wrote:
everyone
:^)Makan1 wrote:
hdhr SS
Gahhhhhh you know what I meant. Not 'everyone' but people who are 'ok' at the game.Zare wrote:
Makan1 wrote:
Second it could make a lot of even scores of popular maps which everyone hdhr SSMakan1 wrote:
everyone hdhr SSMakan1 wrote:
everyone:^)Makan1 wrote:
hdhr SS
the scoring system should already discourage this kind of crap. it will become first come first serve and the randoms spinning their way onto scoreboards on 1 star maps that anyone can FC on their first day instead of properly progressing or playing maps their level will be encouraged to do so. Sure there's no 'right' way to play osu! but does the system really need to reward such a stagnant playstyle?Genki1000 wrote:
I'm actually more concerned about maps like this
https://osu.ppy.sh/b/85675&m=0
https://osu.ppy.sh/b/66359&m=0
where people deliberately take off HR to gain more spinner bonus.
PP scoreboards will completely reset the rankings those kind of maps
p/1736817 (feature request made when ppv1 was still new).ntaig wrote:
Just store the highest score and highest pp play separately. Say you got a hrhd SS and an sliderbreak DT on remote control. The hrhd would have the highest score, therefore it being the one displayed in the map's leaderboard. The DT score would be the highest pp one of the two, so it would be the one being used for the calculation of the user's total pp.
Might have been mentioned already, but this is the way I'd do it.
I don't really see a good enough point in implementing some kind of special leaderboards for pp plays. The way you can view specific mod plays on a song (as supporter) is pretty much enough in my opinion. Just start saving two plays of each map diff: highest score, highest pp.
As it should do???Genki1000 wrote:
I'm actually more concerned about maps like this
https://osu.ppy.sh/b/85675&m=0
https://osu.ppy.sh/b/66359&m=0
where people deliberately take off HR to gain more spinner bonus.
PP scoreboards will completely reset the rankings those kind of maps
So do DT players and HR players and HD pla-... wait a second...Makan1 wrote:
FL players work extremely hard only to get 1st on a map and it seems unfair.
That's the thing, FL in itself does not make you better at the game generally (you could argue it helps with snapping and stuff, but I really don't see it helping much about it) unlike other mods (DT, HR, HD and even EZ), so I don't think FL should be rewarded even more than it actually is (50% bonus flat on aim is already huge enough...)Makan1 wrote:
Yeah but it's different methods of working hard. When your skill is already high like snowwhite, he can FC hddt a map in 1-3 tries. FL is actually working hard for a map just for #1 or a high rank.
Again, you can put a weeks worth of effort into a map and a year of standard practice and take rank 1 while it would take 4 years of standard practice to do the same with DT. DT requires more effort in the long run and hence SHOULD be worth more than FL.Makan1 wrote:
Yeah but it's different methods of working hard. When your skill is already high like snowwhite, he can FC hddt a map in 1-3 tries. FL is actually working hard for a map just for #1 or a high rank. You never use FL so you don't know but when you put a retarded amount of time to do FL on a 1000+ combo map then you might understand how deserving the first place actually is.
Look at Heiwana's play on yoiyami hanabi and you can't deny that it's a billion times more impressive than the hdhr score.
If you have issues with hdfl beating hddt then be like cookiezi and SS like on fake me science XD
Yes please, your best scores should be closer to 100%, and more than 20-25 being weighted higher than 1% just rewards you a bit for setting lots of scores at your average level.Dexus wrote:
I personally would like to see the weighting system shifted to where the top five or so scores have a higher weighting. The taper effect seems to sudden and then draws out too long. Past the top 25 it should be where it hits that 1% weight. The list view should be shorter as well since I and others don't bother to look very far down in the list. With this hitting your top five would be more rewarding and players would have a better idea of placing scores around their top ten instead of continually replacing their very top performance. It seem useless to score anything less than your best to move anywhere. More consistent players would be rewarded as well since they would have several good scores placed instead of a handful of odd weighted scores. No mod is kind of crippled because of this fact; there's not enough high rating maps no mod that are relative to where I'm ranked. Big black SS 300pp and Lewa can't FC it yet there are scores worth way more that are manageable in comparison.
I think part of the reason that nomod plays aren't worth as much at higher levels is cause you can't gain significant acc PP with OD7 and 8, compared to OD10 HR and DT plays + the issue with pattern difficulty.Dexus wrote:
there's not enough high rating maps no mod that are relative to where I'm ranked. Big black SS 300pp and Lewa can't FC it yet there are scores worth way more that are manageable in comparison.
I see this being very good alternative to the current weighting system. Kind of anti-farm as well in a sense.Drezi wrote:
Actually I ran some numbers, and made a weighting that yielded roughly the same amount of PP for the typical player, tested with actual PP numbers.
I used =(COS(X/12,5)+1)/2 with this weighting the top25 performances would be weighted higher than they are now, below the top25 they would be weighted lower, and reach 0 around the top40th performance. I might have made mistakes when it comes to the actual numbers, but you get the idea.
This would mean that having lots of average performances wouldn't be as valuable, as having good ones in the top spots, and having an outstanding Top1 performance wouldn't be as important as it is now.
Blue line shows the current weighting, Red line is the one suggested.