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.
HD does give a pp bonus (18% bonus to the aim part of the calculation, and a very small bonus to accuracy). So, currently, HD gives a bonus mainly to maps that are hard aim-wise.shARPII wrote:
There is so much pages and I can't read it fully so I might repeat some guys, sorry for this.
I just wanted to point out some things about mods' worth. That may be wrong but that's my feeling about it right now.
In my rank, I just see that I can't win anything if I don't play DT. I'm not a HR player so I can't tell with this mod but HD seems to be completely devaluated.
I'll try to give one example :ExampleThe map is https://osu.ppy.sh/b/155404?m=0
Scores are
My top rank
His top rank
This is only one example and I've seen this many times. For a HD player, I just feel that playing with HD became useless : using DT with a higher accuracy allow you to earn more pp. Sadly, the difficulty is increased with HD so, technically, I should earned more. (at least for a diff less than 1% acc)
So here come my suggestion : Is there any possibility that HD get a better place in general and vs DT? Secondly, when you add it to DT mode, is it possible to be rewarded more than only using DT?
I just think that if we do nothing, this mod will just die.
If you want something more detailled, I can do it later but I just wanted to expose the main idea first.
Thank you for reading <3
That's why I said that, for me, the bonus is too low corrently.Full Tablet wrote:
HD does give a pp bonus (18% bonus to the aim part of the calculation, and a very small bonus to accuracy). So, currently, HD gives a bonus mainly to maps that are hard aim-wise.
Also, take in consideration that difference between 99.64%acc and 98.92%acc is considerable.
A way of comparing 99.64%acc and 98.92%acc in that map.shARPII wrote:
That's why I said that, for me, the bonus is too low corrently.Full Tablet wrote:
HD does give a pp bonus (18% bonus to the aim part of the calculation, and a very small bonus to accuracy). So, currently, HD gives a bonus mainly to maps that are hard aim-wise.
Also, take in consideration that difference between 99.64%acc and 98.92%acc is considerable.
Moreover, less than 1% difference isn't and shoudn't be considerable. HD is adding an other difficulty so, for this, it should be the same value or even more.
I'm just saying that taking the risk to pick HD isn't rewarded at all or, if it is, not enough.
I suck at hidden and almost never play it. However, I was quoting people who do play hidden well (in fact, I know someone who has a lot more trouble playing maps without hidden than with it). The irony is that this statement actually just shows that you aren't good enough with it. Sure, there are maps out there that are harder with hidden (and some considerably so), but there are plenty of people out there who won't find the average map at their level any more difficult with hidden than without.shARPII wrote:
Sadly, saying that hidden is identical to nomod simply means that you don't play HD or you're not good enough with it.
I wish more people understood that. They really need to read this post and TRY to understand it, instead of just disregarding it and going "why am I not getting pp for ~90% acc on scarlet rose hurr"GhostFrog wrote:
I suck at hidden and almost never play it. However, I was quoting people who do play hidden well (in fact, I know someone who has a lot more trouble playing maps without hidden than with it). The irony is that this statement actually just shows that you aren't good enough with it. Sure, there are maps out there that are harder with hidden (and some considerably so), but there are plenty of people out there who won't find the average map at their level any more difficult with hidden than without.shARPII wrote:
Sadly, saying that hidden is identical to nomod simply means that you don't play HD or you're not good enough with it.
What you're not understanding (and what a lot of people who post in this thread don't understand) is that the pp system isn't meant to reward you for what YOU find hard. It's meant to reward you for doing things that require more skill to do. Maybe you personally aren't good enough with hidden to match your nomod accuracy closely enough to avoid completely nullifying your 18% aim bonus, but that doesn't mean you should get points for playing hidden - it means you SHOULDN'T get points for playing hidden because you're not playing it up to par.
Ultimately, since pp rewards FC plays so highly in comparison to non-FC plays (and really high acc plays very highly in comparison to lower acc plays), the scores that get you a lot of points will often feel overvalued and easy and the scores that give you fewer points are the ones that you'll feel were hard. While it may occasionally be due to quirks and flaws in the pp system, the effect is largely due to the fact that you get more pp for things you can play well and less pp for things you can't play well, making the latter feel undervalued.
The problem is, that the difficulty of HD is perceived differently for everyone. The guy in charge considers it to affect aim by a lot and accuracy only by a little, so he manipulated the pp calculations according to that. This may not make sense to you and a lot of other players, but it's just the way it is.shARPII wrote:
Sadly, saying that hidden is identical to nomod simply means that you don't play HD or you're not good enough with it.
Well, ok, I agree with you Full Tablet (for the part about accuracy).
But I'm just trying to say that HD isn't "gainful" currently. If I want the same pp than the other one, I'll need what? 1 or 2 one hundred more than his score max?
I feel this is stupid. You make 1 more 100 than a friend and you'll get the same pp than him without HD when that's easier?
Why playing HD then, when you can assure easily a better accuray with no mod? You'll be sure to get the same amount of pp without any risk.
So yeah...
I'm actually trying to represent the opinions which I'm seeing most frequently / prominently. pp would look quite a bit differently if it'd be just based only on what I'd like to see.Ziggo wrote:
The problem is, that the difficulty of HD is perceived differently for everyone. The guy in charge considers it to affect aim by a lot and accuracy only by a little, so he manipulated the pp calculations according to that. This may not make sense to you and a lot of other players, but it's just the way it is.shARPII wrote:
Sadly, saying that hidden is identical to nomod simply means that you don't play HD or you're not good enough with it.
Well, ok, I agree with you Full Tablet (for the part about accuracy).
But I'm just trying to say that HD isn't "gainful" currently. If I want the same pp than the other one, I'll need what? 1 or 2 one hundred more than his score max?
I feel this is stupid. You make 1 more 100 than a friend and you'll get the same pp than him without HD when that's easier?
Why playing HD then, when you can assure easily a better accuray with no mod? You'll be sure to get the same amount of pp without any risk.
So yeah...
This is generally the case for me. If I know a map's rhythm, playing it with HD only makes it hard to aim occasionally (with hit circles under sliderends that I don't always see) but that's about it. If I can FC a map nomods without too much trouble, FC'ing it with HD won't be much more trouble, and I suck with HD (as compared to other HD players of around my level).GhostFrog wrote:
shARPII wrote:
there are plenty of people out there who won't find the average map at their level any more difficult with hidden than without.
Partially disagree with this, first note is hard to hit because there is no music before (in most cases) so you have no clue what's the rhythm there, when you're already playing the map you can at least have a metronome going on in your head to keep the beat, even on 2/1 4/1 or more, but the first note is generally some luck on top of reading the fade-in like an approach circle.TheVileOne wrote:
2/1 or greater gaps in the beat = harder with hidden (We can't rely on consistent rhythm to hit these. It is why people have problems hitting the first object in a map in Hidden)
I find 1/3 and 2/3 notes with HD more difficult than any other neatly divisible timing on my first play (2/1, 1/1, 1/2, 1/4). By the second play I remember where they are, only if there are a couple, so I don't think these are an issue except in conjunction with low AR and many interchanges between these different timings in a map. i.e. changes in rhythm + low AR + HD.TheVileOne wrote:
-2/1 or greater gaps in the beat = harder with hidden (We can't rely on consistent rhythm to hit these. It is why people have problems hitting the first object in a map in Hidden)
Shameless self quoting for bumping purposes.Priti 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 can check up exactly nothing without you telling me which users this is about.nooblet wrote:
I was comparing some scores, and noticed something weird...
I split the top plays into five columns. Just wondering, even though the top scores are higher on the left-hand side, why does the one on the right end up with more PP? It's a small amount, but higher nonetheless, even though the top 5 scores alone are worth 28.45 more PP for the left side.I hope I calculated it right10*1.00 + 4*.95 + 7*.90 + 5*.86 + 5*.81
Ah thank you, that's definitely it then. Guess it's time to download more beatmaps I don't even have that many beatmaps (including other modes) in total yetTom94 wrote:
I can check up exactly nothing without you telling me which users this is about.
That being said my theory would be, that the 2nd guy has far more scores in general than the first guy, ending up with a bit more pp due to the base-pp which every score gives.
I forgot to mention this on the wiki-page:
Every score gives a small base pp amount of 0.25, decreasing by a bit with every new highscore that you make. With 1000 highscores you get around 200pp and with 5000 around 400pp. The cap is 416.666pp at the moment, assuming infinitely many highscores are possible.
(pp gain = 0.25 * sum 0.9994^i, i=0 to amount of highscores)
This gets less and less relevant the higher your pp goes and is meant to both encourage playing more maps for the lower-level players and prevent big rank losses after making a new score at the lower ranks.
In the mid-high ranks it is pretty much irrelevant, since 99% of the people have enough highscores to be less than 50pp away from the cap.
The accuracy factor also depends on OD, so yeah, it is effected by this.Zare wrote:
After checking the algorithm for speed value of a score I have a question.
According to this, the OD of a map is not taken into account. Why is that? I mean sure, OD >supposedly< only affects accuracy, but if OD is completely ignored while calculating speed difficulty, or the value of a score, wouldn't that mean that the system thinks that every player who gets an 98% score on a random OD6 or OD7 200 BPM stream map is actually able to stream that fast, even when they're effectively just streaming 170 BPM? they can still SS relatively long streams if they start clicking early and end late when the map is low OD like that.
Or is this covered/prevented by the Accuracy factor which is also mentioned?
- Length of the beatmap in hit objects / hit circlesWhat exactly is going on here? I'm having a hard time understanding what you mean by this part of the wiki :S
- Example: Draining time is 2 minutes; 1,000 objects > 500 objects.
- Likewise: 1,000 objects; Drain time 2 minutes > Drain time 5 minutes
Oh, now I get it. I wouldn't have guess that the figures were used to explain such a simple concept. I feel dumb nowLuna wrote:
Basically, high note density = hard, low density = easy
10 notes per second is harder than 5 notes per second
Simple stuff like that