Riince wrote:
some patterns shouldn't be worth more than others because every player has a different level of proficiency with every pattern.
ok.Riince wrote:
don't you think I'd play DT more if I wanted 'free PP'?
Riince wrote:
some patterns shouldn't be worth more than others because every player has a different level of proficiency with every pattern.
ok.Riince wrote:
don't you think I'd play DT more if I wanted 'free PP'?
XDDrezi wrote:
Riince wrote:
some patterns shouldn't be worth more than others because every player has a different level of proficiency with every pattern.ok.Riince wrote:
don't you think I'd play DT more if I wanted 'free PP'?
I just told you why it makes playing harder - it just obscures the visual cues the player has for hitting what needs to be hit, and my post describes what it changes.Riince wrote:
it keeps the map exactly identical in every way to nomod in terms of every single measurable technically difficult aspect.-GN wrote:
Why HD gives a bonus to aim should be obvious for anyone who has played it
HD is not a playstyle. HD is a difficulty increasing mod. If you need factual examples of HD actually increasing difficulty, I've got a couple.Riince wrote:
key phrase: measurable difficulty, which should be the only type of difficulty considered or were just rewarding people on their preferences and playstyle choices rather than their technical skill
The only Remote Control score in your entire top performance list is a nomod A, not a HD FC. You must have confused something (maybe you sliderbroke on your HD play and didn't even beat your nomod score, then mistook a rank drop due to others passing you as a pp drop?).UnknownShadow wrote:
Im not getting the performance system because whenever I place higher than my old score I still lose performance. For instance, If i passed remote control without FC, but then pass it with a FC using HD I would still lose performance
You answered your own questionSword wrote:
Does anyone know why I lost performance points?
I had FC'd TwoThirds - Breathe with really high accuracy, and later FC'd it with a much lower accuracy with HD, but beat my old no-mod score. I lost 2pp in the process, but I thought that only the highest pp giving score counts?
I was using that as an exampleLuna wrote:
The only Remote Control score in your entire top performance list is a nomod A, not a HD FC. You must have confused something (maybe you sliderbroke on your HD play and didn't even beat your nomod score, then mistook a rank drop due to others passing you as a pp drop?).UnknownShadow wrote:
Im not getting the performance system because whenever I place higher than my old score I still lose performance. For instance, If i passed remote control without FC, but then pass it with a FC using HD I would still lose performance
No, that is the entire reason for t/220119 this thread's existence.Sword wrote:
Does anyone know why I lost performance points?
I had FC'd TwoThirds - Breathe with really high accuracy, and later FC'd it with a much lower accuracy with HD, but beat my old no-mod score. I lost 2pp in the process, but I thought that only the highest pp giving score counts?
I don't think the scoring system should be removed for the system to count only your highest pp score. I think the highest pp score should count only in your pp list; I don't want the scoring system to be removed. Maybe edited, but not removed.Tess wrote:
No, that is the entire reason for t/220119 this thread's existence.Sword wrote:
Does anyone know why I lost performance points?
I had FC'd TwoThirds - Breathe with really high accuracy, and later FC'd it with a much lower accuracy with HD, but beat my old no-mod score. I lost 2pp in the process, but I thought that only the highest pp giving score counts?
Uhh what exactly am I assuming? Is the thread not about the pp system replacing the scoring system?Tess wrote:
Nobody said the scoring system would or should be removed, though.
Hasty assumptions are usually wrong.
Those maps are ar9. HD is a lot easier when the AR is higher(9.6+). I really can't find any AR11 scores that don't have HD attached onto them. Meanwhile you will also rarely ever see HD attached to EZ. I suggest the aim bonus from HD be higher when the AR is lower than 9.6. Vice versa for AR higher than 9.6. It doesn't solve the problem with HD only being harder with strange overlaps/long streams in higher ARs though. That could be solved with pattern/reading difficulty + every hit object data.-GN wrote:
HD is not a playstyle. HD is a difficulty increasing mod. If you need factual examples of HD actually increasing difficulty, I've got a couple.
I'd like to sign that.pielak wrote:
SPOILERtl;drThose maps are ar9. HD is a lot easier when the AR is higher(9.6+). I really can't find any AR11 scores that don't have HD attached onto them. Meanwhile you will also rarely ever see HD attached to EZ. I suggest the aim bonus from HD be higher when the AR is lower than 9.6. Vice versa for AR higher than 9.6. It doesn't solve the problem with HD only being harder with strange overlaps/long streams in higher ARs though. That could be solved with pattern/reading difficulty + every hit object data.-GN wrote:
HD is not a playstyle. HD is a difficulty increasing mod. If you need factual examples of HD actually increasing difficulty, I've got a couple.
There is also the another issue I have with HD. It doesn't give enough points when using FL+HD. After you get used to playing FL it's hard but it's still nowhere near as hard as HD+FL which is almost impossible to sightread. It's similar to HR+DT jump in difficulty but HD+FL doesn't give nearly as much points as HR+DT. Buffing HD+FL right now would give some maps too much potential for points. That's just an issue with FL being a flat bonus though.
1) maps with low AR need higher bonus + vice versa
2) HD+FL doesn't give enough points
The problem is, similar to what you were saying to GN, is how much hidden is affected by low AR. If the AR is low in comparison to the bpm/jumps in a map, only then does hidden can make a big difference with FL (feels like hitting invisible notes). However, unless a map is short, you're going to be memorizing a map for FL anyway. Usually if I'm practicing FL for a map, I don't use hidden until I'm able to FC it, and once I add hidden, there isn't really any big difference. I think it's more based on the person and the confidence, perhaps? (I know people like Mephix can't play FL with HD) Basically, not everyone that plays FL is highly affected by adding hidden as well, but some people can't think clearly with it on. All more proof that FL is indeed a skill and not pure memorization ability.pielak wrote:
After you get used to playing FL it's hard but it's still nowhere near as hard as HD+FL which is almost impossible to sightread. It's similar to HR+DT jump in difficulty but HD+FL doesn't give nearly as much points as HR+DT. Buffing HD+FL right now would give some maps too much potential for points.
You're not losing pp for bad plays, your rank is falling due to other people passing you up. It doesn't have anything to do with the ranking system.[ Ian ] wrote:
I am not a fan of this ranking system, I recently have only gone down rank even when getting an S on a hard 5 star songs (I know the star system is not accurate) and even getting high combos, I got a 1100 combo on abstract nonsense witch can be improved but I got -rank for it. this has been happening to me a lot, I'm sure its because I do not understand the ranking system fully but any good or bad ranking system should NOT -rank when your learning a song that in my opinion is just stupid.
You could get a 10 thousand combo on a map, if it's 11 thousand in total, you won't get much pp. FC or nothing basically.[ Ian ] wrote:
I am not a fan of this ranking system, I recently have only gone down rank even when getting an S on a hard 5 star songs (I know the star system is not accurate) and even getting high combos, I got a 1100 combo on abstract nonsense witch can be improved but I got -rank for it. this has been happening to me a lot, I'm sure its because I do not understand the ranking system fully but any good or bad ranking system should NOT -rank when your learning a song that in my opinion is just stupid.
I got over a 900 combo on a 1000 combo map with 1 100 and 2 misses in a row and got 214pp. An S with 1 100 gives 251pp...silmarilen wrote:
that's not exactly true, 10k/11k would give quite a big portion of the map's pp. possible 80-90% of it.
i got 2300/2600 combo on a map today and i got more pp from it than someone who fc'd it because i had better acc
i think that may have been because of the 2 misses aswell (misses drop your pp just for the sake of being misses, not just because they lower your acc and combo), i only had a sliderbreak myself.NixXSkate wrote:
I got over a 900 combo on a 1000 combo map with 1 100 and 2 misses in a row and got 214pp. An S with 1 100 gives 251pp...silmarilen wrote:
that's not exactly true, 10k/11k would give quite a big portion of the map's pp. possible 80-90% of it.
i got 2300/2600 combo on a map today and i got more pp from it than someone who fc'd it because i had better acc
Not complaining or anything, it just shows getting max combo is a pretty big deal if you want any pp.
Probably, not until hit object data or whatever it's called is available.Ivan wrote:
I don't think PP system is going to get a tweak or a change anytime soon ;(
i do this so often its hilarioussilmarilen wrote:
i got more pp from it than someone who fc'd it because i had better acc
It's more accurate than your score being #1 on that map over a HD+DT play.those wrote:
https://osu.ppy.sh/b/297411 Is this accurate to what you planned for pp to be?
Rank 1 is 210pp, rank 2 is 450pp
I actually, seriously wonder whether this was supposed to be a troll post or a jokethose wrote:
https://osu.ppy.sh/b/297411 Is this accurate to what you planned for pp to be?
Rank 1 is 210pp, rank 2 is 450pp
Yes.those wrote:
https://osu.ppy.sh/b/297411 Is this accurate to what you planned for pp to be?
Rank 1 is 210pp, rank 2 is 450pp