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posted
Except learning HD is QUITE easier than learning how to aim airman's jumps


HD doesn't make things much harder if at all, the actual bonus seems enough
posted

dennischan wrote:

I still think that HD weighted too lightly...
It can be hard for HD in maps
i) have both 1/2 , 1/3 , 1/4 music spacing (the change half a beat and a third of a beat throws people off)
ii) maps that have poor flow
iii) maps with jumps
iv) old maps (before 2010) (they've got strange spacing and strange beats)
IN those cases, HD should be weighted a lot more because it's significantly harder to play those maps with HD
Even in normal cases, HD is weighted far too lightly. A bonus of about 3% is just too small for most maps.
I think that HD should be weighted to about 5-6%, as a bonus for people who play HD

Also, the EZ mod should be rewarded, not punished, because it's actually harder to play with EZ than without...
(IN maps with high AR, it is impossible to play EZ)

What's more is that FL mod should also be rewarded more as in most cases it's incredibly hard to play FL
(if you don't use multiscreens)

That's all for now, thanks for listening
p.s. A great thanks to Tom for the new ppv2!
:):D
HD was used to give cheap n' easy PP for pretty much no work on most maps. It is treated as such in ppv2, because this is a rating of skill, not freebies.
As for your "hard in HD maps"...
i) Pretty much all maps have 1/2 and 1/4, and an occasional 1/3 where you just have to LISTEN and REMEMBER where it is in the music. Probably can't do it the first time, but who seriously sight reads with HD all the time? Maybe for fun or on easy maps, but seriously, it's not that hard to remember a few parts.
ii) Poor flow as in... Can't keep up, too many jumps?
iii) Lol
iv) ppv2 is designed for newer maps and they even TELL you to play the newer maps, why complain about it when they already mentioned it?

The hard parts in HD, are maps with a ridiculous amount of stacks, back-and-forth jumping (Even something easy like Ha-tenya becomes ridiculously annoying) or hidden circles under/after/between sliders (Heaven's Race Guitar Style?)

FL is rewarded where fit. As Tom previously said, FL gives a whopping 36% bonus when it's hard to play. Most maps with FL records are ones that are easy, hence the low reward value.

StormR1d3r wrote:

Airman is only hard if you can't aim it, so why not weight it lightly?
What.
posted
2nooblet

Make a map full of jumps on AR6 and a speed on which you can hit 200-300 notes nomod in a combo before it becomes too hard to maintain it, then try to see if you can get the same amount of hits with HD and give us results. You'll see that HD makes jumps harder.
posted
Yes, of course HD increases difficulty if you haven't learned to read HD.
That doesn't mean its bonus should be increased; it already gives a fair amount in a jumpy map (I mean I played a beatmap I had previously fc'd without pp gain with HD added on and got a nice amount from it...)
posted
Learning to play HD is easy.

HD is hard on ultra low AR maps which are non-existent, and on most of them you just add HR.
posted
HD already gets a huge bonus for lower ARs starting small at 8 and going big as you approach 0 and even the below-0 ones possibly with HalfTime.

Without the AR-bonus HD already gives 18% more aim pp! That's quite a lot and I don't see any reason to increase it any further. Of course Hidden won't give you a lot of pp if you have to sacrifice a lot of accuracy for it or if the map you are playing doesn't require much aim.
posted
ok, thanks for explaining
:):)
posted

RaneFire wrote:

ks- wrote:

Current system seems like a relatively fun and fair one.
However, I don't quite understand how I got a big load of PP from https://osu.ppy.sh/b/136649?m=0 (Insane) by getting rank #2573, 96,02% acc and 379 combo (out of the possible 777). Does the system consider that map difficult enough to give a rank 19k a lot of PP even if the performance is really not that good? I'm very confused.
Yes.

Rank (insert #2573 here) is not considered. It gauges your performance on an individual basis using the map difficulty algorithm. If that was a good play, you'll get rewarded, whether the map is highly contested and putting you down 2500 ranks or not.
I see. Thank you for the clarification.
posted

StormR1d3r wrote:

2nooblet

Make a map full of jumps on AR6 and a speed on which you can hit 200-300 notes nomod in a combo before it becomes too hard to maintain it, then try to see if you can get the same amount of hits with HD and give us results. You'll see that HD makes jumps harder.

Wishy wrote:

Learning to play HD is easy.

HD is hard on ultra low AR maps which are non-existent, and on most of them you just add HR.
What Wishy said, or you're talking about [easy] or [normal] diffs if you're saying AR6. In that case, the specifics in PP probably don't affect them as much anyways, so just play harder maps if you want PP. There's no real point for doing a difficult AR6 map...
posted

Wishy wrote:

Learning to play HD is easy.

HD is hard on ultra low AR maps which are non-existent, and on most of them you just add HR.
I'd like to see someone play Chocobo with HR.
posted
I find chocobo is easier with HR. I can get further into the map with HR and with better acc/combo, than with nomod.
posted
Give us a "Best performance" score list on the web pages in addition to the score ranking, please.
posted
Nerf HD aim. Buff aim for higher BPMs. 18% aim bonus seems way too generous, especially when it starts beating out scores that are clearly far more difficult. More often than not it doesn't even feel like adding HD was *that* much harder.
posted

nooblet wrote:

but who seriously sight reads with HD all the time?
I've been doing it for several months and it's worked out for me just fine.
posted
imo, hidden is only really hard when you get circles underneath sliders, or tricky patterns. It makes them a LOT harder to read.
Here's the worst example of this I've ever seen: Hatsuki Yura - Intense Desire [Lunatic]. It's do-able on regular DT, but it's ridiculous on hidden DT, seriously.
It really depends on the map, because it could be a nightmare or it could be "free points". If there was a way to tell what maps are harder on hidden than others, that'd be brilliant.
posted
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posted

pielak213 wrote:

Hidden is also easier for some people.
Because some people find HD easier you want to nerf the bonus for everyone? Make sense.
posted
I haven't really examined my scores when I did some TP farming 2 months ago, but from what I can tell is that mods give a huge bonus compared to no mod. And what I mean is that a 'no mod' map gives far less PP than it should compared to a random map with DT. I see a lot of maps with only a few FCs and it gives far less PP than a random DT map where the entire top 50 is DT.

I mean, a pretty easy 'Sayonara Goodbye' DT map is worth as much as an FC on Revolution Deathsquad. That's insanity to say the least. Nearly nobody is capable of FCing that map yet Sayonara Goodbye is completely filled with DT scores in the top 50.
posted

GladiOol wrote:

I haven't really examined my scores when I did some TP farming 2 months ago, but from what I can tell is that mods give a huge bonus compared to no mod. And what I mean is that a 'no mod' map gives far less PP than it should compared to a random map with DT. I see a lot of maps with only a few FCs and it gives far less PP than a random DT map where the entire top 50 is DT.

I mean, a pretty easy 'Sayonara Goodbye' DT map is worth as much as an FC on Revolution Deathsquad. That's insanity to say the least. Nearly nobody is capable of FCing that map yet Sayonara Goodbye is completely filled with DT scores in the top 50.
Thanks for pointing that one out. Mods aren't getting any special treatment - they are simply applied to the map and then a new difficulty is calculated with the exact same algorithm that also runs on nomod maps. The revolution deathsquad vs 'Sayonara Goodbye' thingie is definitely something I need to address, though. It mostly is connected to the insanely high map-length, since the map itself would be as easy, if not easier than 'Sayonara Goodbye' if it had only a 717 max-combo.
posted

Tom94 wrote:

Thanks for pointing that one out. Mods aren't getting any special treatment - they are simply applied to the map and then a new difficulty is calculated with the exact same algorithm that also runs on nomod maps. The revolution deathsquad vs 'Sayonara Goodbye' thingie is definitely something I need to address, though. It mostly is connected to the insanely high map-length, since the map itself would be as easy, if not easier than 'Sayonara Goodbye' if it had only a 717 max-combo.
It's a bit like strain values on attention span and nerves, isn't it? That and also all the spaced streams in dragonforce maps makes messing up your combo really easy because there's so much movement, the chance of being 1 note ahead/behind at some point is quite high.
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