https://osu.ppy.sh/s/53857- [ U z z I ] - wrote:
Mind linking such a map? Never heard of Control Remote!pold10 wrote:
Control Remote
https://osu.ppy.sh/s/53857- [ U z z I ] - wrote:
Mind linking such a map? Never heard of Control Remote!pold10 wrote:
Control Remote
Oh but that's Remote Control!!! Not Control Remote!!!TMoI wrote:
https://osu.ppy.sh/s/53857
Lol, my bad... xD- [ U z z I ] - wrote:
Mind linking such a map? Never heard of Control Remote!pold10 wrote:
Control Remote
Indeed it's not easy at all, can't deny that, but I still feel like it's a little too much.TMoI wrote:
Yeah, as it is now, it's OD9 AR9 with jumps that stretch across the screen at a decent BPM and normal CS.
So I'd assume it'd be worth some.
Thats a nice idea, though actually most normals are easy anywayPriti wrote:
At the moment, it seems like N is more common for Easy diffs than the intended E, I'd suggest to put the minimal value for an N a bit higher.
Examples:
http://osu.ppy.sh/s/6257 http://osu.ppy.sh/s/41379 http://osu.ppy.sh/s/87630 http://osu.ppy.sh/s/155457 http://osu.ppy.sh/s/81557 http://osu.ppy.sh/s/102307 http://osu.ppy.sh/s/152786 http://osu.ppy.sh/s/119359 http://osu.ppy.sh/s/134220 http://osu.ppy.sh/s/150242 http://osu.ppy.sh/s/150784 And many more.
I guess remote control with dt will be the next big thing to grind, seems many people already are trying to get good scores at itTom94 wrote:
It's a known issue, that jumps scale too much in the very high end. Since this only concerns a veeeery small amount of scores (e.g. the ones that come close to FCing remote control with DT) it doesn't have a high priority, though.
it usually kills meTMoI wrote:
Also, how much does not FCing due to 100s on sliders hurt you? (i.e. x1000 v x999 due to getting a 100 on a slider)
sameGoldenWolf wrote:
it usually kills meTMoI wrote:
Also, how much does not FCing due to 100s on sliders hurt you? (i.e. x1000 v x999 due to getting a 100 on a slider)
-Chronopolis- wrote:
Low spacing with higher bpm--> Aim-Algorithm sees as being easier, because the average cursor speed is lower.
220bpm single tap --> Speed-Algorithm sees this as being easier, because 220 bpm 1/2 is nowhere near 172 1/4.
Tom94 wrote:
Another reason at least for some of these maps to be underrated is, that they feature quick single passages with low spacing which gets underrated in the current algorithm. Couldn't really find a way to fix that without completely breaking spaced streams yet.
Getting combo and decent accuracy on OD 10+ fullscreen jumps doesn't sound like something many people would bother grinding. Remote Control already requires a bit of luck (or a ton of skill if you can do it consistently) to FC without DT.Bassist Vinyl wrote:
I guess remote control with dt will be the next big thing to grind, seems many people already are trying to get good scores at it
Though that's just because it's an X difficulty.. being done with DT... I think if any other X were able to be fc with DT similar thing would happen.
..im just assuming the new star system is directly related to ppv2
The idea has been suggested before. Not sure if there has been feedback, but it sure would be nice to compare how much difference combo/accuracy would make xD.TheVileOne wrote:
I just wanted to throw out this idea I've been thinking of. I've been worrying about losing pp when I play a song with mods because I get more 100s. Perhaps we should be allowed to choose whether we want to submit a ranked score if it rewards less pp than our current personal best. It would certainly alleviate my concerns about replacing a SS with something not a SS but with mods.
Here's my proposal. It involves trying to treat streams and singles separately. I'm aware of the general points of the current pp system, but obviously I may be ignorant of lots of things.mcdoomfrag wrote:
-Chronopolis- wrote:
Low spacing with higher bpm--> Aim-Algorithm sees as being easier, because the average cursor speed is lower.
220bpm single tap --> Speed-Algorithm sees this as being easier, because 220 bpm 1/2 is nowhere near 172 1/4.Tom94 wrote:
Another reason at least for some of these maps to be underrated is, that they feature quick single passages with low spacing which gets underrated in the current algorithm. Couldn't really find a way to fix that without completely breaking spaced streams yet.
Sliders are ignored in accuracy calculations so your acc was like maybe 93% which does hurt a lot. Also as mcdoomfrag pointed out, fast singles that aren't far spaced are underrated for pp. The score was worth 162pp AFAIK on your profile.Soulg wrote:
are sliders still undervalued? http://osu.ppy.sh/ss/1440488 got 0 pp for this even thought it was by far the hardest FC i have. yeah the accuracy is low... but still
Soulg wrote:
are sliders still undervalued? http://osu.ppy.sh/ss/1440488 got 0 pp for this even thought it was by far the hardest FC i have. yeah the accuracy is low... but still
Tom94 wrote:
The reason is, that the current way sliders are dealt with is very generous in terms of the slider's favor. Currently there is no measure as how hard it is to actually follow a slider. The minimum distance you have to move to complete the slider is added up to the jump to the next hitobject, but that's it atm. This "minimum distance" is required to not give fast repeatsliders, or even worse: slider-streams, ridiculous pp amounts.
I'd like this to get some considerationPriti wrote:
At the moment, it seems like N is more common for Easy diffs than the intended E, I'd suggest to put the minimal value for an N a bit higher.
Examples:
http://osu.ppy.sh/s/6257 http://osu.ppy.sh/s/41379 http://osu.ppy.sh/s/87630 http://osu.ppy.sh/s/155457 http://osu.ppy.sh/s/81557 http://osu.ppy.sh/s/102307 http://osu.ppy.sh/s/152786 http://osu.ppy.sh/s/119359 http://osu.ppy.sh/s/134220 http://osu.ppy.sh/s/150242 http://osu.ppy.sh/s/150784 And many more.
The "Easy" difficulties I looked at out of those were actually Normals. I don't really think this is a big deal because of that.Zare wrote:
I'd like this to get some considerationPriti wrote:
At the moment, it seems like N is more common for Easy diffs than the intended E, I'd suggest to put the minimal value for an N a bit higher.
Examples:
http://osu.ppy.sh/s/6257 http://osu.ppy.sh/s/41379 http://osu.ppy.sh/s/87630 http://osu.ppy.sh/s/155457 http://osu.ppy.sh/s/81557 http://osu.ppy.sh/s/102307 http://osu.ppy.sh/s/152786 http://osu.ppy.sh/s/119359 http://osu.ppy.sh/s/134220 http://osu.ppy.sh/s/150242 http://osu.ppy.sh/s/150784 And many more.
They're not Normals wtf. Most of these use 1/1 at MOST, Normals usually have a fair amount of 1/2 to get them players used to playing these, in an attempt to prepare them for HardsEkaru wrote:
The "Easy" difficulties I looked at out of those were actually Normals. I don't really think this is a big deal because of that.
It works something like this:miroslavklose wrote:
Sorry if this has been asked or if its a dumb questions, but what is the pp value stated on your top performance. Is it the amount of pp the song is worth and then your percentage is the amount you play gets? because for example on the song souzou forest it says 39 pp 26% on my friends, his says 102pp 9%. I know his play is much better than mines, but i'm still wondering what exactly do teh pp value and the percentage mean, and if the pp on top is already with the calculated percentage.
On Osutp The refrain song has 4 more levels of speed and 2 more levels of aim than Bloody Night, which means it has overall level 41 vs 38. Not sure how much this means in terms of pp but it seems even if you get close to FC on Bloody Night the overall higher difficulty of The Refrain has given you more pp.rexcannon_iii wrote:
So this game means to tell me that my best performance ever was on the Jun.A map?
In reality it's not even close to my best.
EDIT I got 99.7% on bloody night...This isn't right.
fix'drexcannon_iii wrote:
I think then the system is flawed. I think they aren't even close to similar, I think refrain is a breeze in comparison.
Correct.PlasticSmoothie wrote:
While you were playing that map, other people passed you in rankings. It only updates when you set scores.
I don't think you got any pp for that score, so all it did for you was to update your rank.
Thanks for clarificationZare wrote:
Correct.PlasticSmoothie wrote:
While you were playing that map, other people passed you in rankings. It only updates when you set scores.
I don't think you got any pp for that score, so all it did for you was to update your rank.
The score didn't give any pp because it's weighted st 0%. That's because you have scores that are rated much harder than this one, so all this score did for you was, as PlasticSmoothie said, updating your pp. Other players have passed you before and thus your rank was lowered. (You're still in a range where you need very few pp for huge ranking changes, so it's not uncommon for a fair amount of people to surpass you in a relatively short amount of time.)
silmarilen wrote:
fix'drexcannon_iii wrote:
I think then the system is flawed. I think they aren't even close to similar, I think refrain is a breeze in comparison.
everybody has different strengths and weaknessess, just because you found a score easier to set doesnt mean everybody else finds the same.
i played both the maps and i agree that bloody night is more difficult on a technical level, but it is lower bpm and the od is lower so it makes sense that it may give less pprexcannon_iii wrote:
silmarilen wrote:
fix'd
everybody has different strengths and weaknessess, just because you found a score easier to set doesnt mean everybody else finds the same.
This is a feedback thread, too often do I see this answer though. I understand difficulty can be subjective but in this case the maps are flat out different in their difficulty to the point it should be obvious so I'm providing feedback according to this and so are the other users that get hit with this answer.
That eliminates the point of a feedback thread.