am I the only one who finds both of those maps incredibly hard compared to other maps worth more points simply because of jumps which are super easy?
Probably because you're 2gud at jumpsAqo wrote:
am I the only one who finds both of those maps incredibly hard compared to other maps worth more points simply because of jumps which are super easy?
I know it's hard, but it has a star rating on par with like kokou no sousei and other maps that I think are more difficult without a doubt.GoldenWolf wrote:
Gimme nightcore seems a little bit overrated yeah, but there are no spaced stream in rog-unlimitation though, the star rating there is fine because it has two 64 circles streams at 220bpm...
They're not the same, kokou no sousei has fullscreen squares at 240bpm, rog-unlimitation deathstreams at 220.. not the same kind of difficulty at allRewben2 wrote:
I know it's hard, but it has a star rating on par with like kokou no sousei and other maps that I think are more difficult without a doubt.
I see what you mean, they are difficult in their own ways, do you really think unlimitation is nearly as hard as sousei? Sousei has no fc's (apart from you know who) and unlimitation has multiple HDHR scores, lol. I think there are very little players that would actually find unlimitation harder despite having a higher star rating.GoldenWolf wrote:
They're not the same, kokou no sousei has fullscreen squares at 240bpm, rog-unlimitation deathstreams at 220.. not the same kind of difficulty at allRewben2 wrote:
I know it's hard, but it has a star rating on par with like kokou no sousei and other maps that I think are more difficult without a doubt.
Damn ponies and their pp. It seems as though shorter maps have way too much emphasis on accuracy, considering how easy it is to retry them until you get a better percentage.silmarilen wrote:
134pp is nothing, the map is star rating 2.23, i know maps with similar star rating that give close to 200pp *cough* https://osu.ppy.sh/b/112645 *cough*
I suggest you to read the pp wiki about accuracymcdoomfrag wrote:
Damn ponies and their pp. It seems as though shorter maps have way too much emphasis on accuracy, considering how easy it is to retry them until you get a better percentage.
Mind elaborating? I feel as though I'm missing something.GoldenWolf wrote:
I suggest you to read the pp wiki about accuracymcdoomfrag wrote:
Damn ponies and their pp. It seems as though shorter maps have way too much emphasis on accuracy, considering how easy it is to retry them until you get a better percentage.
almost half of the pp from the map i linked comes from accuracy, purely because it's od8+dt, there are other sub 300combo maps that give similar acc score, boosting them up by tons when they arent actually hard mapsGoldenWolf wrote:
accuracy points is calculated on the number of circles of a map and how high the OD is, it has nothing to do with the actual length of the map
Other examples of this are https://osu.ppy.sh/b/27737&m=0 and https://osu.ppy.sh/s/155691m, a lot of the difficulty is reading which the current system doesn't recognize at the moment. Tom said that he's still working on creating a satisfying algorithm for maps like these.Zare wrote:
http://osu.ppy.sh/b/227061
This map and similar ones are extremely underrated by the current system because what's the main challenge of the map is reading. I mean, the top 50 isn't even all FC (granted that's because of the 1/6 at the end but still).
Is there any chance of this getting improved at some point?
But current pp version IS v2TMoI wrote:
peppy's defense for making FL not give as much pp (during ppv2, granted, dunno how it's going to work now Tom behind the reigns) is because FL has to do more with memorization, which he thinks defeats the purpose of a rhythm game.
oopsGoldenWolf wrote:
But current pp version IS v2TMoI wrote:
peppy's defense for making FL not give as much pp (during ppv2, granted, dunno how it's going to work now Tom behind the reigns) is because FL has to do more with memorization, which he thinks defeats the purpose of a rhythm game.
I know this may be kinda selfish to ask, but can someone put this on the wiki? I'm not 100% sure of where to put it. I was thinking about this and the only way to find it was to go back quite a bit of pages. This piece of info can be interesting to some players.Tom94 wrote:
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.
I'll just quickly do the math for you to show you just how inefficient that kind of "farming" would be:tfg50 wrote:
And also, that small base pp can amount to way too many ranks. In my case, I need to click 18 times to show all my scores on my page and you have 50 scores showing when you first open it + 50 more from each click. That means I have 900-950 scores. If i just played easy/normal maps until I got closer to the cap I would jump from rank 2757 to 2050 or lower as of right now (something between 235 and 242 pp). I feel like this kind of jump is too huge, maybe you could put a hard cap on a lower amount of scores.
Because the only hard part about them is the length.iderekmc wrote:
why do these 0108 songs give so little PP like only 160 more or less if only a few people can fc with 1 mod..? i think they should give like 250 or something lol
the accuracy is over 98% in case
I don't know any maps where you actually have to spin very fast to complete them with the exception of a Demetori song and that AugoEidEs song (dumb super long spinners). Also, losing your cursor during a spinner really only affects mouse users because of cursor drift, tablet users can use their muscle memory to hit the note with no issue. I may be wrong on this part, but isn't it against the mapping rules to put a note too soon after the spinner?TheVileOne wrote:
I am curious if there is any plans to give a spin bonus at all. There are several maps where spinning fast is more important than accuracy and these performances should be awarded something. The faster you spin the harder it is to find you cursor when you come out of the spin. There is also the cases where there are notes very closely after the spinner which would make getting bonuses more risky.
Would anyone disagree that spinning fast is a skill and should be rewarded as such?
What about unstable rates? I've seen people get SS's on maps with 120 unstable rates, and others SS with 70. Should the player with the 70 unstable rate be awarded more pp? They both did what was required of the map and achieved the SS, but one player did better and was not rewarded for it.TheVileOne wrote:
It would be a minor bonus. I don't think it would hardly affect the map's overall rating in comparison with other maps. Consider scores where the only difference between them is the spinner bonus points. I think people that can spin faster should be given more points. They got a higher score with same accuracy/ mods. Their play should be considered more highly performed. It would also counteract small changes in accuracy due to the player getting a better score from a spinner bonus. For the sake of accuracy it must be counted.
Just because peppy felt that spinners should have score bonus doesn't mean they should be given pp also. Unless unstable rates are accounted for I cannot agree that spinners should be given a bonus. In my opinion, a lower unstable rate play is much better than a higher scoring song because of a spinner bonus.TheVileOne wrote:
In a perfect world I would agree that would be considered as well. But in reality pp must be consider for the OD of a map. Also unstable rate doesn't affect score. Obviously peppy felt spinners deserved to have bonuses. Taiko doesn't allow you to get a bonus off the spinners. CTB should certainly deserve a small bonus as well.
There are many maps with tied mod combinations that only differ due to spinner bonus. We should be differentiating each tied play, because some people can get bonuses many thousands more than other players, especially on longer spinners where endurance is concerned. Why should a deserved number 1 play on a map not be considered the best performance compared to the several dozen other people who got less points?
mmmmm thats what i was thinkingjesus1412 wrote:
Because the only hard part about them is the length.iderekmc wrote:
why do these 0108 songs give so little PP like only 160 more or less if only a few people can fc with 1 mod..? i think they should give like 250 or something lol
the accuracy is over 98% in case