today silmarilen agreed with me
im all fuzzy
im all fuzzy
Should FL really, REALLY be encouraged though?Shimatora wrote:
Precisely why I said Flashlight is obsolete. Useless outside of score. The new system is excluding FL as something that actually makes the game harder and you should be rewarded for using. Basically, we both agree. I understand WHY it happens, I don't need explaining, just offering feedback.
https://osu.ppy.sh/wiki/Performance_Pointshaha5957 wrote:
Is There a clear thread, or maybe some kind of wiki, consisting of the factor what pp accounts in? I mean, I can guess that we take combo, accuracy, difficulty, etc.. but you know, the details. like, losing 10% pp with nofail, losing 5% pp with spunout, combo penalties you by combo^0.8/maxcombo^0.8...
would be much easier to feedback if we had a thread or wiki that consists of information that tom94 has currently given out..
There are 2 different maps with the same song and difficulty name, but one is harder. Are you sure you are comparing the same map?Cifica wrote:
discuss
Illkryn wrote:
I think this should be attended to, bugged hard diff
You have nofail on the SSCifica wrote:
discuss
have you considered the fact that you might be an exception and that you happen to be really good at high accuracy on low-medium bpm long streams?haha5957 wrote:
example would be Mendes, with it having low enough bpm to long stream with ease, it seems to have high difficulty and it gives me the most pp, while it was one of the most easiest map to 99%/FC it.
i understand that my strong point might be medium bpm stream and weakpoint might be fast SV.Akari- wrote:
have you considered the fact that you might be an exception and that you happen to be really good at high accuracy on low-medium bpm long streams?haha5957 wrote:
example would be Mendes, with it having low enough bpm to long stream with ease, it seems to have high difficulty and it gives me the most pp, while it was one of the most easiest map to 99%/FC it.
there are only 37 people who have a higher acc than you on mendes, only 11 used a mod and it's a frequently played map
most people find it difficult to break 93%
yeah high SV maps are underrated because sliders are almost a nonfactor in difficulty calculation (calculation assumes that movement to and from a slider is 100% optimal iirc) and it doesn't help that high bpm singles are underrated unless they have big spacing like some of WWW's scoreshaha5957 wrote:
i understand that my strong point might be medium bpm stream and weakpoint might be fast SV.
I still think High SV maps are underrated. Popular Emerald sword and Strangeprogram, Dance number, scarlet rose, even myself's map those have 2.88SV feels way too hard compared to maps that have same difficulty. This is why I am "discussing" this here. Is it just that I suck at fast SV and maybe little better on medium bpm streams? Like i said, I see nearly no doubletime on emerald sword Intense difficulty which barely has 3 star difficulty. Dance number, scarlet rose is famous for its insanity but it doesnt even have extra difficulty. They have fast SV in common.
Relative rankings should stay about the same since most people who are good got a lot of other good scores aside from these singletapping ones. Some people will profit, though.Oskur wrote:
Although since the topic of single taps being undervalued to some extent came up, how much should we expect pp to change when/if a solution/change is applied to the algorithm? (relative value, i.e. "holy crap some people with have giant rank shifts" or "meh it'll affect some people but relative rankings should stay about same")
4%? Like, 95% -> 91%? That's a lot. In fact, that example would be almost twice the 100/50 count. If you lost that much PP, it was probably one of your higher-ranking songs on which you had comparatively good accuracy. If you want it back, you need to beat your score again with the kind of accuracy you used to have on it.GxArchery wrote:
Someone please explain this to me. I had like 1228pp and then after completing a song and beat my old score, I became 1213pp. My accuracy dropped like 0.31% even though in the song my accuracy only dropped by 4% compared to my old score. Now I'm having a hard time getting back ranks.
Obviously. This isn't the "No Player Left Behind Act." osu!'s not going to hand out participation awards so everyone can feel good about themselves. It's a leaderboard. A ranking. A measure of who is better than who. Of course someone that works harder is going to do better. You're telling me you want to look better than people who are pouring in vastly more time and effort than you? How is that fair at all?valixas125 wrote:
I dont really get this, wont this elevate only the players who are really active? because not all of us can play alot,like ALOT (8-10) hours per day like some of osu players o mostly can sit 1-2hours, so wont this leave me and the other players who arent as active as th"active" players behind?
No like 99% accuracy and I dropped to 95% with HD,HR mods on .XGeneral2000 wrote:
4%? Like, 95% -> 91%? That's a lot. In fact, that example would be almost twice the 100/50 count. If you lost that much PP, it was probably one of your higher-ranking songs on which you had comparatively good accuracy. If you want it back, you need to beat your score again with the kind of accuracy you used to have on it.
not always trueXGeneral2000 wrote:
Of course someone that works harder is going to do better.
That's even worse, 99 -> 95 means you got five times as many 100s. HDHR will not outweigh that much of a drop.GxArchery wrote:
No like 99% accuracy and I dropped to 95% with HD,HR mods on .XGeneral2000 wrote:
4%? Like, 95% -> 91%? That's a lot. In fact, that example would be almost twice the 100/50 count. If you lost that much PP, it was probably one of your higher-ranking songs on which you had comparatively good accuracy. If you want it back, you need to beat your score again with the kind of accuracy you used to have on it.
Hard work vs talent issues aside, the point is that you can't complain about low rank if you're not even willing to put any time or effort into it. That's true for anything in life. Maybe you're a genius at something and can do in one hour what others would need to take 10 hours to do, but you can hardly complain if that doesn't turn out to be the case.Bassist Vinyl wrote:
not always trueXGeneral2000 wrote:
Of course someone that works harder is going to do better.
i work harder than most people at my rank did to get here and a lot of people far above my rank had to try way less than me...
i know playcount isnt everything, i also have an insanely high number of total hits.
Free ranks for participation pls
Bassist Vinyl wrote:
not always trueXGeneral2000 wrote:
Of course someone that works harder is going to do better.
i work harder than most people at my rank did to get here and a lot of people far above my rank had to try way less than me...
i know playcount isnt everything, i also have an insanely high number of total hits.
Free ranks for participation pls
that's a bit more accurate, right?XGeneral2000 wrote:
Of course someone that works harder with the same amount of talent is going to do better.
It is an approximation, it might be useful for estimating approximately how much pp a certain score is worth, in a way that is more simple than using the real formulas.Oskur wrote:
On the osu! subreddit, Tillerino made an analysis of pp here. It looks pretty accurate and sound, but the thing I want to address is the graphs he made for certain songs with pp value measured against combo and accuracy.
First of all, are these accurate by any means? I mean, it's shiny and colorful so it might be.
Second, regardless of whether or not it is accurate, would/could an idea like this be implemented officially in the future? It really makes understanding the pp value gained from completing certain maps really easy with this visual representation; essentially "PP for Dummies".
This. HR is way too undervalued. Most players I know of around my rank aren't very adept with HR (meaning, I know nobody with a rank above 1000 that can consistently get >99% scores with HR) and that's saying something, considering players with lower ranks are very unlikely to be good at it. Small circle size + high OD + high AR can be a real pain to play with, and it should be rewarded properly in my opinion. I agree that HDDT should give more pp than HDHR, but the difference right now is much too huge. Either HR should be bumped up or DT should be toned town. Preferably the former.Kert wrote:
I still suggest nerfing of DT (high speed or whatever) / increasing the profit from playing smaller circles, because this is just too silly
I also got absolutely nothing (it's not even in my top performance) for HR FC this thing which is very difficult https://osu.ppy.sh/s/8442
HR would be rewarded more if the scores would be appropriate. I think the reason for lower-level players to not be good with HR is because it simply is not fun to practice high AR, OD and CS rather than speed.Tess wrote:
This. HR is way too undervalued. Most players I know of around my rank aren't very adept with HR (meaning, I know nobody with a rank above 1000 that can consistently get >99% scores with HR) and that's saying something, considering players with lower ranks are very unlikely to be good at it. Small circle size + high OD + high AR can be a real pain to play with, and it should be rewarded properly in my opinion. I agree that HDDT should give more pp than HDHR, but the difference right now is much too huge. Either HR should be bumped up or DT should be toned town. Preferably the former.
If alting is that much easier than the singletap players would alt the map, if they don't alt it when they should alt it then they are incapable of playing the map and do not deserve to performance points. Also the problem is more the fact that it's very hard to determine a spaced stream from a fast singletap jump.Mathsma wrote:
I don't understand increasing fast single taps. If the issue with them is that the maps are underrated, then is it not due to the current limitation of not being able to determine reading/pattern difficulty properly? If fast single taps were rated higher, suddenly alternating would be a really easy way to gain pp. The proper way to handle the issue would be to somehow determine reading/pattern difficulty only and not increase the rating for single taps. The system shouldn't be favouring certain play styles over others. I understand determining reading/pattern difficulty is not an easy task, but I think it is much better to have it stay as it is for now until a solution comes rather than make single taps worth more.
Tom94 wrote:
HR would be rewarded more if the scores would be appropriate. I think the reason for lower-level players to not be good with HR is because it simply is not fun to practice high AR, OD and CS rather than speed.
If you provide me specific examples of scores with HR you think are unterrated I can discuss this better.
Drezi wrote:
without overrating spaced streams like freedom dive or rungran - dmc etc.
Drezi wrote:
without overrating spaced streams like freedom dive
Haha, what.Drezi wrote:
overrating spaced streams like freedom dive
Tess wrote:
Also, another thing.
HD gives no pp at all.
Really.
read the changelog https://osu.ppy.sh/p/changeloghandsome wrote:
did something get recalcualted
HR scores might be SLIGHTLY underrated, but the pp they give is well-deserved. The reason for playing HR is if you feel that your accuracy is sufficient that you can perform better than you would nomod. Getting 96% accuracy doesn't actually mean much when you're playing HR, where, as you said, the OD is what's most important. At that accuracy, the HR pp bonus would be mostly from the smaller CS (+aim pp), and the accuracy bonus would probably be very negligible, comparable to a 98.5%+ OD8 nomod. What I'm trying to say here, if you still don't get it, is that HR gives sufficient pp if you are able to maintain high accuracy. The effort required to get 96% HR FC, is equivalent to at regular DT FC.Tess wrote:
In both these cases, the HR scores were much harder to obtain than the DT scores - and most people around my rank have a much lower accuracy on HR than I do. I've been playing with HR for months, and still get more pp for DT scores that are easier to get. Especially Koigokoro (that we all know is overrated), where I didn't get anything near an FC and got less than 94% on, which is worth more than a higher AR/OD/CS 96.45% FC with HD on top of that. It doesn't really make sense. Everybody seems to know now that AR8 DT jump maps give pp way too easily, while high OD/AR/CS don't really live up to their difficulty in terms of pp. Obviously, DT should give more pp on the same map than HR, but the relative difference in difficulty x reward between maps is much too unbalanced in my opinion.
I think that OD specifically should be given more of a boost. People who can play with HR generally have no trouble with the AR, and the HP change is irrelevant for a pp-worthy FC. CS should definitely matter, but if we're working in an accuracy-based system, higher ODs with high accuracy should be rewarded more than high speeds with low OD (where it's much easier to get high accuracy), and obviously the two combined should be a very rewarding combo.
Also, another thing.
HD gives no pp at all.
Really.
First of all, what is a "regular" DT FC? That's a pretty broad term you're using there. Second, if you'd say that "Regular" DT FC would be 97% on an AR8 Insane, then I disagree. It is much easier to maintain high accuracy with DT than it is with HR (unless the map is OD7 or lower). I'm quite sure that there are many more players able to get a 97% DT FC on an AR8 Insane than there are players who can get a 96% HR FC on an AR9 Insane. Then again, I'm also using pretty broad terms here, since Yakujinsama no Couple Dance is AR8 and nobody has FC'd that with DT as far as I know.handsome wrote:
The effort required to get 96% HR FC, is equivalent to at regular DT FC.
Fixed that for you.Bassist Vinyl wrote:
lewaBikko rank 1 on next play hype?...
wait, so i just lost 30pp because of this or what? o_osilmarilen wrote:
read the changelog https://osu.ppy.sh/p/changeloghandsome wrote:
did something get recalcualted
Yes. I'm pretty sure it was a nerf to everyone's pp though, so your rank may not have even gone down. It hasn't updated for everyone yet. I'm yet to see someone who actually gained pp from the update.NazzzF wrote:
wait, so i just lost 30pp because of this or what? o_o
I know that was the updates intention, I just thought that maybe aim was nerfed more than acc was buffed so no one saw a pp increase. Guess I was wrong.silmarilen wrote:
i gained 9pp
people who are more focused on acc than on aim gained pp
Zare wrote:
>people knowing their exact amount of pp
I would like to expand on this because it's an interesting point that tends to get a bit overlooked in discussions of HR pp.handsome wrote:
The reason for playing HR is if you feel that your accuracy is sufficient that you can perform better than you would nomod.
Well it must. There's no way the scores will remain the same but our total pp changing lol, unless there is a change to how total pp/weighting works, which isn't what the update is doing.Bassist Vinyl wrote:
question when will our top ranks change around a bit to reflect the new pp value?
Is it really so hard to take note that there's been a change to how pp works and then playing a song and looking at the difference? No knowing your pp involved.Zare wrote:
>people knowing their exact amount of pp
I lost 11ppBassist Vinyl wrote:
[Tom94] Slightly reduce value of aim and slightly increase value of accuracy in osu! standard.
lewa rank 1 on next play hype?...
dragonhuman losing 100+ ppthelewa wrote:
I lost 11ppBassist Vinyl wrote:
[Tom94] Slightly reduce value of aim and slightly increase value of accuracy in osu! standard.
lewa rank 1 on next play hype?...
what part of SLIGHTLY do you not understand
I'd just like to note, that basing the formula on a normal distribution is still something I want to do at some point.GhostFrog wrote:
[great explanation]handsome wrote:
The reason for playing HR is if you feel that your accuracy is sufficient that you can perform better than you would nomod.
this post should be linked everytime someone says hr is underratedGhostFrog wrote:
bunch of text
tl;dr: if you can't SS a map without HR, don't expect it to give you anything but aim pp.
It explains why things are the way they are very well, but this assumption quoted is not true as far as I know (?? not sure, correct me if I'm wrong), and that would be part of the reason why people have a hard time getting pp from HR unless they can keep the number of 100s they're getting with it to a comparable amount (since in that case they're getting the aim pp, and they're getting more or at least not much less acc pp). If the quoted assumption is not true, that would mean lower accs on high ODs are in fact a bit undervalued.GhostFrog wrote:
assuming the system is making reasonable assumptions and using reasonable formulas, you should be getting the same amount of accuracy pp on OD10 as you would on OD8 unless you can SS the map on OD8.
j/w if/when it will happen, because it seems weird that some of my highest yield scores that also have abysmal acc havent changed at all yet 16 total pp did...Bassist Vinyl wrote:
question when will our top ranks change around a bit to reflect the new pp value?
There is a big difference between certain accuracy on OD9 and the same accuracy on OD7.Neroh wrote:
Not sure if this has been said already but, I feel like some ar9 maps just aren't giving enough PP. DT seems to be the only way to get good amounts recently.
For example, this map on eXtra, https://osu.ppy.sh/b/231917?m=0 got me 217pp, which is a lot really.
Yet if I was to FC this map on FREEDOM (a lot harder) https://osu.ppy.sh/b/283705?m=0 with similar accuracy, I'd only get 220pp.
It leaves me with no option of rank gains for some of these maps even though they take a lot of skill to full combo.
I have no idea how much work goes into making the PP system work, but I'm grateful for what you have done. Sorry if I'm asking the impossible haha ^^
Have a look at the star rating, it's 3.47. I took a look at the plays from near the bottom of your top performances and there's Mizutani Runa - Philosophyz, which has a star rating of 3.58. It was also a higher acc score than your tear rain and an fc and both the songs are od8. Star rating is a good indication of how much pp a map will give.Cinagro wrote:
Not nearly at a high level, but just dropping this here for anybody that could enlighten me on this a bit.
I nearly full combod https://osu.ppy.sh/b/351513?m=0 yesterday, playing me at around ~#400 for the song. I expected a few pp out of it, but I didn't get anything. Is this because the star difficulty/ppv2 calculated difficulty for the song is incredibly low compared to all my other "top ranks"? If so, what is factored into the star rating system?
I could give it an evaluation too. I've seen thousands of "less than a 1 minute" replays, which are given around 240-260+ pps. Ofc they are with DT mods. So here's the fact. It is really easy to farm pp with short 140-170 bpm maps. You put DT on them, and whoala 1 minute fun for a ton of pp and I guess the 2 or 3 minute ones are given the same amount of pp as I've seen :/xasuma wrote:
I am not sure how important the length of the maps is in the algorithm. But I am feeling length should be weighted slightly higher. (It shows consistency)
Sometimes I feel that it doesn't matter much if the map is 1:30 minutes long, or 3 minutes long. (I am sure it does matter) Just that long songs are harder just because of the amount of time you need to stay focused at once.
Just a thought.
i dont know, if i compare maps of equal star diff but different lengths i get a different feeling. for example comparing this with this, the TV Sized map is just more difficult than any 1:30 "section" you could cut out of the longer one. In fact, if it weren't for the build-up on the last kiai + the kiai itself i would say its star diff was a bit too high.xasuma wrote:
I am not sure how important the length of the maps is in the algorithm. But I am feeling length should be weighted slightly higher. (It shows consistency)
Sometimes I feel that it doesn't matter much if the map is 1:30 minutes long, or 3 minutes long. (I am sure it does matter) Just that long songs are harder just because of the amount of time you need to stay focused at once.
Just a thought.
So basically, you think longer maps should be worth more pp? A lot of the top plays I see aren't even tv size though, there is 3+ minute songs in the mix. I think map length in relation to pp is fine as it is.higurush wrote:
I could give it an evaluation too. I've seen thousands of "less than a 1 minute" replays, which are given around 240-260+ pps. Ofc they are with DT mods. So here's the fact. It is really easy to farm pp with short 140-170 bpm maps. You put DT on them, and whoala 1 minute fun for a ton of pp and I guess the 2 or 3 minute ones are given the same amount of pp as I've seen :/
Maybe they should worth more in some cases.Rewben2 wrote:
So basically, you think longer maps should be worth more pp? A lot of the top plays I see aren't even tv size though, there is 3+ minute songs in the mix. I think map length in relation to pp is fine as it is.
I think longer maps are better for more consistent players and tv-size is more beneficial for people who spam retry maps and maybe aren't as consistent to keep up a good play for a longer time. Some people would be simply better at one style than the other, I think it's quite balanced.
copypasting the same map 3 times makes the star rating go up, it's just that the amount it rises is weightedhigurush wrote:
Let's say there is a TV size map+DT - it will be around 1 minute - and there's a longer version+DT - it will be around 3 minutes. Let's say the two maps contain the same elements (longer version = play tv size 3 times). The pp evaluator will say it will be the same difficulty, because everything is the same and will give the same amount of pp for both of them.
Then the "do the same as the crowd" method really is there.- [ U z z I ] - wrote:
There isn't a rank bonus anymore...
So you think it is the same as with Approach Rate? AR9=AR10 in star difficulty. (this AR stuff is okay though)xasuma wrote:
Well its just a matter of looking at most people's top play's length. I just think it's slightly underrated.
As someone said above, it would be better for people who are more consistent, that is exactly my point. Being consistent should earn you something, it's a skill not just a play style option.
Right? Lol
koigokoro is not way easier, if it was way easier it would give way less pp. you think it is easier because you are better at the things the map requires of you (high bpm medium size jump patterns with a couple of burts streams)higurush wrote:
What I overall meant with my comment is that playing long maps are not even worth struggling for. You're better off playing random TV size/short maps if you want pp.
Example:
Various Artists - Nightcore Mix Compilation [Party!] +DT (97.57%) >> 178pp
Primastella - Koigokoro [Delis' Insane] +DT (97.89%) >> 203pp
Koigokoro is way easier..
Also since the ?aim? nerf update, it's a bit ridiculous for the differences in jump maps vs etc
Hatsune Miku - Homework Crisis [Let's Jump!!] (99.56%) >> 206pp
Primastella - Koigokoro [Delis' Insane] +DT (97.89%) >> 203pp
Koigokoro is still easier and it's just a slight difference.
What's more I'm around #100 on Nightcore mix compilation and Homework Crisis, and on Koigokoro i'm like around #1000..
Where's the rank bonus? And as for the Homework Crisis, the "Jump" nerf was this harsh?
I feel fine with long jumps and high spacing maps as well (Remote Control HRHD, With A Dance Number+HR (max AR/HP/OD unranked)/Talent Shredder0108 +HR (max AR/HP/OD unranked)/Saten unranked maps), etc, but I accept your reasons.silmarilen wrote:
koigokoro is not way easier, if it was way easier it would give way less pp. you think it is easier because you are better at the things the map requires of you (high bpm medium size jump patterns with a couple of burts streams)
homework crisis is ar9 compared to koigokoro ar9.6 thus it feels harder to read, while the map itself probably isnt much harder
koigokoro is also od9 (od7+dt) while homework crisis is only od7, the koigokoro score probably got close to the same amount of acc as the homework crisis score got.
Well there's a solution for that too. Limit the maximum amount of percentage bonus or constant bonus for the length of the maps. This way the 1 hour Within Temptation Marathon map won't end up as top pp sourcesilmarilen wrote:
i dont know about that map because i never played it, but i agree that longer maps are underrated compared to shorter ones.
the problem is how far you are willing to go with boosting them, what if it ends up the other way around? what if the bonus for length becomes so big that clearly easier maps will give more pp.
It should be very little if it is boosted. I am not asking for anything dramatic. Probably something most people won't notice much. But enough for it to matter to those who do play longer songs. I am sure tom can handle the logistics of it and make it work. As long as he wishes to do so.silmarilen wrote:
i dont know about that map because i never played it, but i agree that longer maps are underrated compared to shorter ones.
the problem is how far you are willing to go with boosting them, what if it ends up the other way around? what if the bonus for length becomes so big that clearly easier maps will give more pp.
Well, if it exists, it's still not enough to make me play longer maps and struggle on them for better acc. Because it isn't worth the pain. Still getting more pp if I DT some random TVsize map. Time spent/pp rate is better.silmarilen wrote:
something like that already exists in the way that more notes means more acc pp
It has been discussed some pages ago. The example was the val0108 maps, especially the 260+ bpm ones. They don't have streams, but have extreme spacing, yet they are not even weighted correctly. For eg. if you SS the With a Dance Number, you won't even get 250pp, which is sad, because the map is around the difficulty of a HRHD Remote Control. Same with Scarlet Rose, Talent Shredder, No39, YuYuMetal, etc.iaceo wrote:
Hmm, let me start out by saying.. This might just be due to my personal playstyle but I dont believe "tricky spacing" is weighted enough right now..