hd hr on that map kpielak wrote:
you guys obviously haven't seen this map https://osu.ppy.sh/s/42234
This has already been discussed multiple times. There is currently no way around this issue.Jean-Christophe wrote:
I don't like how I can lose pp by using a mod and getting higher score but lower accuracy. I wouldn't mind just not getting pp but I don't wanna use mods if I'll lose pp unless I work back up to the same accuracy as before.
Make mod usage worth more. Easy fix.mcdoomfrag wrote:
This has already been discussed multiple times. There is currently no way around this issue.Jean-Christophe wrote:
I don't like how I can lose pp by using a mod and getting higher score but lower accuracy. I wouldn't mind just not getting pp but I don't wanna use mods if I'll lose pp unless I work back up to the same accuracy as before.
You know damn well that finding a good balance between not making mods useless without giving them too much reward is a rather complex and subjective solution. Even so, what I meant in that post was aimed more-so towards the notion of being able to disregard your score so that you don't lose PP, or something along those lines. The servers can only store your top score because of the way the system works and has always worked, so Tom94 can only work with that saved score.TheVileOne wrote:
Make mod usage worth more. Easy fix.
Mod for at least HardRock and DoubleTime will likely never be adjusted manually. That is, because they are literally treated equally to nomod scores, just with the mods' effects applied.TheVileOne wrote:
Make mod usage worth more. Easy fix.
I would say that there's a limit to how much accuracy one should lose though. If you're getting double digit 100s then obviously this will affect your pp count greatly. There is no preventing a terrible performance with an added mod overwriting a good performance.
Compare previous score's pp with new score's pp and use the higher value???mcdoomfrag wrote:
This has already been discussed multiple times. There is currently no way around this issue.Jean-Christophe wrote:
I don't like how I can lose pp by using a mod and getting higher score but lower accuracy. I wouldn't mind just not getting pp but I don't wanna use mods if I'll lose pp unless I work back up to the same accuracy as before.
No. Please don't just assume things without reading the discussion.Jean-Christophe wrote:
Compare previous score's pp with new score's pp and use the higher value???
If this is supposed to be an indication of skill then there's no reason to assume a player got worse for having his/her score overwritten with one of lower pp value...
If new pp value is smaller than current pp value for some map, don't change the pp. That's one line of code. Seems like common sense to me to make it work that way.
Only data you need is pp obtained and pp for the same map for the same player which looks like it's stored on server.
Maybe there can be a disconnect between pp given for a map and top score saved but that doesn't really matter.
I agreejesus1412 wrote:
At the very least low cs is overrated.
People who say this are very careless. In some environments it's overrated but in others it's severely underrated. Large jump maps can rewards up to 500pp while far faster maps can barely top 300pp. It really depends on the map, jumps formed from dt tend to be easier to follow which is why people would call dt an overrated mod while short fast streams and smaller faster jumps are rarely ever mentioned because they don't fit the "overrated" trend. It seems the problem is that balanced maps are underrated rather than extreme maps overrated, a map which is extremely fast and mildly jumpy seems to be penalized far too much for not having long streams or immense jumps despite maintaining huge difficulty throughout (I'm looking at maps DT'ed by dragonhuman and co.).Yales wrote:
One thing for sure: DT is clearly overated.
I mean, completely messed up.
I'm not talking about maps DT>160BPM, the amount of pp is clearly deserved in this case.jesus1412 wrote:
People who say this are very careless. In some environments it's overrated but in others it's severely underrated. Large jump maps can rewards up to 500pp while far faster maps can barely top 300pp. It really depends on the map, jumps formed from dt tend to be easier to follow which is why people would call dt an overrated mod while short fast streams and smaller faster jumps are rarely ever mentioned because they don't fit the "overrated" trend. It seems the problem is that balanced maps are underrated rather than extreme maps overrated, a map which is extremely fast and mildly jumpy seems to be penalized far too much for not having long streams or immense jumps despite maintaining huge difficulty throughout (I'm looking at maps DT'ed by dragonhuman and co.).Yales wrote:
One thing for sure: DT is clearly overated.
I mean, completely messed up.
It looks like you're comparing two different maps' pp values with different mods, which isn't a good comparison. The two maps could have vastly different mapping patterns, which would skew the pp values.Yales wrote:
I remember I did a random hddt play one time on a 130bpm map (200~ with dt), got quite a bad accuracy, 1 miss or 2 at the middle of the map, the full combo would be at 700... And I got the exact same amout of pp than a FC hrhd 1300 combo and quite good accuracy with the same bpm (200~).
This is a totally random example to explain that there's A LOT of maps overated like this. Especially those DT <160 BPM that are even easier with DT. Nobody can deny it.
I don't know any single map that becomes easier with DT, mind showing some examples?Yales wrote:
This is a totally random example to explain that there's A LOT of maps overated like this. Especially those DT <160 BPM that are even easier with DT. Nobody can deny it.
http://osu.ppy.sh/s/31408GoldenWolf wrote:
I don't know any single map that becomes easier with DT, mind showing some examples?Yales wrote:
This is a totally random example to explain that there's A LOT of maps overated like this. Especially those DT <160 BPM that are even easier with DT. Nobody can deny it.
I'm comparing what I find easier/harder to play against the result.TMoI wrote:
It looks like you're comparing two different maps' pp values with different mods, which isn't a good comparison.
Assuming you're talking about two different maps
Let's take this one as example. https://osu.ppy.sh/s/95148 The BPM might be slow. It's way harder to clear/fc with HR than DT (BECAUSE this is a slow bpm). But at the end, you'll have more PP with DT. Something like this.TMoI wrote:
Assuming you're talking about two different maps
Which is not the case for DT which gives a good amount of pp no matter what. Glad you understood.PlasticSmoothie wrote:
HR starts getting you a lot of pp if you use it on maps that are hard.
It depends on your individual skills. You get more accuracy with high bpm than low bpm (apparently even with the tighter timing windows when applying DT to slow maps). Personally, I find the DT version of the maps harder (specially this map https://osu.ppy.sh/s/95148, which is too fast for me currently; I get more accuracy with HR than with DT even though the OD is 7).Yales wrote:
This is a totally random example to explain that there's A LOT of maps overated like this. Especially those DT <160 BPM that are even easier with DT. Nobody can deny it.
http://osu.ppy.sh/s/31408
http://osu.ppy.sh/b/195039 <- I was talking about this map btw.
http://osu.ppy.sh/b/237649
http://osu.ppy.sh/b/61684
http://osu.ppy.sh/s/170775
https://osu.ppy.sh/s/95148 <- Perfect example too
etc.etc.etc.
Basically.
Let's take this one as example. https://osu.ppy.sh/s/95148 The BPM might be slow. It's way harder to clear/fc with HR than DT (BECAUSE this is a slow bpm). But at the end, you'll have more PP with DT. Something like this.
I wasn't talking about the same map. But this works too.
To make it clearer. Whether dt is overrated whether hr is underrated but in any case there's a problem here. At a point that I didn't even find necessary to explain this in my first post. I thought that was really obvious.
I tried to explain it in a general way but if you want my own example to explain this. It will be even more obvious.
You may have a point. Thank you for your answer.Full Tablet wrote:
It depends on your individual skills. You get more accuracy with high bpm than low bpm (apparently even with the tighter timing windows when applying DT to slow maps). Personally, I find the DT version of the maps harder (specially this map https://osu.ppy.sh/s/95148, which is too fast for me currently; I get more accuracy with HR than with DT even though the OD is 7).
I think that considering the faster version of the maps harder makes more sense, since they are technically harder. A player that knows how to stream slow or is fast enough to singletap the streams in the low bpm maps would consider them very easy.
I'm not saying it's bad! I mean don't get me wrong, when I don't play just to chill I play for tp instead of PP (personal preference) but it's always a bit sad to get some tp for some scores I found really hard and the pp system doesn't acknowledge me this. While it does for the 2 dt maps I play per week. You're saying it's just a coincidence that it's dt maps, i don't know. anyway.GoldenWolf wrote:
None of these maps were any easier with DT to me..
What you find easier/harder might be harder/easier for someone else, you won't neccesarily get rewarded for a score you struggled to set, and you might get rewarded a lot for a score you got on the first try, whatever is considered hard or not by the system
That doesn't mean the system is perfect of course, but I think not everyone can be totally pleased because we all have different opinion on what is and isn't hard
The actual balance is fine in my opinion, I would only like to see a way to take reading difficulty into account though
But tp is pp.Yales wrote:
I'm not saying it's bad! I mean don't get me wrong, when I don't play just to chill I play for tp instead of PP (personal preference) but it's always a bit sad to get some tp for some scores I found really hard and the pp system doesn't acknowledge me this. While it does for the 2 dt maps I play per week. You're saying it's just a coincidence that it's dt maps, i don't know. anyway.GoldenWolf wrote:
None of these maps were any easier with DT to me..
What you find easier/harder might be harder/easier for someone else, you won't neccesarily get rewarded for a score you struggled to set, and you might get rewarded a lot for a score you got on the first try, whatever is considered hard or not by the system
That doesn't mean the system is perfect of course, but I think not everyone can be totally pleased because we all have different opinion on what is and isn't hard
The actual balance is fine in my opinion, I would only like to see a way to take reading difficulty into account though
That's it.
" I would only like to see a way to take reading difficulty into account though"
Yep.
Or you should be buffed. DT as a whole should not be nerfed, if anything buffed in some areas. Small notes should be buffed and large notes should be nerfed. Large jumps should be nerfed and fast jumps should be buffed.dennischan wrote:
DT should be nerfed.
end of story.