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posted
Has the idea of keeping ARs separate been considered? (in terms of pp). I think it would be interesting. Perhaps it takes less skill to master lower ARs, but I think a better osu! player should be able to play a wide range of ARs. I honestly can't do AR8.5 or lower without some practice. Same with AR10...

I'm only saying this because AR8 is basically outdated now. I think it's another form of reading, lol. Lower AR seems discouraged with high star difficulty (all the AR8s are pretty much 3 stars, but the AR8s that have high star difficulty are crazy) and we haven't generally accepted many AR10s yet, but I'm expecting there to be more in the future. (In which case, there is a huge difference between reading AR9 and 10).
posted

haha5957 wrote:

1) Best scores not being the best performance achieved IS a problem, and it's coming from using old score system to determine the best score. This makes no sense and obviously decreases the true meaning of pp rank system that tries to measure true stkill and not very-combo centered, but fortunatly is extremely easy fix.
2) Now, the star diff being little off from what it really feels like, especially with high SV maps and complex rhythm maps, comes from different issue, most likely being pp not taking rhythm complexity and slider paths(I guess).
The reason the first issue hasn't been solved yet is because plain logic doesn't always apply to programming challenges. It might seem like a trivial task on paper, but there might be several issues stopping them from fixing it easily. You can be sure that if it was all that simple Tom would have already fixed it that way (storing two performances, both highest score and highest pp, or the highest pp one only).

Right now what's in the works is storing one performance per mod combination, and that looks like a less efficient way, and doesn't solve the 'better accuracy/sliderbreak plays being overwrited' issue either, still I doubt he'd be working on that if a simpler and better alternative was feasible.

The second issue has many aspects to it, rhythm complexity being one, and we're discussing possible improvements in that regard right now.
posted
littlederp
posted

PepsiCat wrote:

why did my pp just disappeared i don't get it and my rank got up of no reason. the thing is like when i checked at osu.ppy.sh its i have 2pp but when i start osu! it says i have 215pp. Can someone please explain why this happend.
You were looking at your taiko stats.
posted
Can someone explain to me how the PP system work. like i did this song http://puu.sh/ctlUn/00c27abbfe.jpg and i didn't get any PP and the song didn't even get in my top ranks as it should have because its a 4.8 stars song. am i missing out on someting important here or. i'm a bit confused ATM
posted

MisakaCandy wrote:

Can someone explain to me how the PP system work.
t/181850
https://osu.ppy.sh/wiki/Performance_Points
posted

MisakaCandy wrote:

Can someone explain to me how the PP system work. like i did this song http://puu.sh/ctlUn/00c27abbfe.jpg and i didn't get any PP and the song didn't even get in my top ranks as it should have because its a 4.8 stars song. am i missing out on someting important here or. i'm a bit confused ATM
That play seems to be pretty average for someone in your rank. If that map had higher OD and you had that same accuracy percentage or higher, then you would have got more pp (most easy DT maps that have a star rating similar to that map are OD7, so they have timing windows similar to OD9 no-mod).
posted
You also shouldn't really associate stars with the amount of pp gained. If you read back 15 pages there should be a post of mine complaining about star ratings not reflecting pp gain at all, and then Tom explaining that it's to do with the upper physical difficulty of the map - excluding shit like AR and OD. Really, just read the thread before asking questions.
posted

MisakaCandy wrote:

Can someone explain to me how the PP system work. like i did this song http://puu.sh/ctlUn/00c27abbfe.jpg and i didn't get any PP and the song didn't even get in my top ranks as it should have because its a 4.8 stars song. am i missing out on someting important here or. i'm a bit confused ATM


excuse me?
posted
So what's happening to all the rhythm complexity issues and suggestions? Are they just gonna be ignored?
posted
So I just improved one of my top scores, the total pp it's worth went up from 108 to 115 (Sakuzyo - Neurotoxin on my userpage), I improved the accuracy and combo. But somehow I ended up losing 14 of my total pp. I'd like to know how. I didn't use any mods and yes this is standard osu!.
posted
most likely a qualified map you played got unranked
posted
"Got unranked"? 0_o
posted

Fantyful wrote:

"Got unranked"? 0_o
Got unranked.
posted
But this isn't a "why did I lose 4 pp, please halp" thread, it's feedback and suggestions..
posted
I made a thread here on the topic of complexity and the pp and star rating systems.

Basically, I talked over some issues that have to deal with what makes a map hard aside from the physical aspects like speed and aim, and would appreciate any discussion and feedback over in that thread. Just posting here for visibility and so that it can be noted as a feedback/suggestion related to the current system.
posted
While Accuracy is important for the core of osu, I feel like some maps are severely underrated because of that importance, namely No-mod and anything between OD 7 and 8. The gap in pp between 99% and 100% is tremendous for a lot of maps. The gap between 98% and 99% is not as huge, but it's a stupid large gap nonetheless.

Examples include :


and many more...

There aren't any good no-mod examples because they all give underwhelming amounts of pp anyways simply because of their lower OD or they're OD 9 or really difficult maps.

Also~ I feel like FC's on maps that are 230+ bpm get underrated too, because speed and aim only really scale linearly while accuracy apparently scales non-linearly.
posted
Hi,
this is my first time posting in osu forums so don' t get mad If I posted in the wrong section.

My issue is that I got more pp for better accuracy but no FC and lost pp when I got FC and about -0.5% on the accuracy https://osu.ppy.sh/ss/2249414
The original pp that I got for the S rank with the 354 combo was about 74 and I got about 68 for the one with FC and 98,85 accuracy.

Is the accuracy really accounted that much in pp that slider breaks in the middle don't change the pp? Or is it supposed to be like that because slider breaks don't count as misses?
posted
Well, there are competing forces at work here...

-Your aim and speed pp for a map get multiplied by (your combo/max combo)^.8. In this case, that meant you got just about 80% of the aim and speed pp for your 345 combo play.
-Accuracy pp increases faster the closer you get to 100%. When you're around 99%, this can be a big deal. Notice that 98.85 is nearly twice the accuracy loss (well, one and two thirds times) as 99.31%.

In this case, with the map being 3.57stars and effectively OD8.33 with DT, the accuracy component of the pp is pretty noticeable. Apparently enough so that losing 20% of your aim and speed pp wasn't enough to compensate for the acc loss. So I guess the short answer is "yes, accuracy is in fact represented that much in pp (in this case, at least)." It's also worth noting that if you'd gotten a miss instead of a slider break it would have multiplied your aim and speed pp by .97, which still wouldn't have made your 345 combo play worth less, though the increased acc loss from a miss vs a 100 might have done it.



I would say this thread desperately needs an FAQ section to handle questions like this, but most people just post new threads instead of checking this one so I guess that wouldn't be so useful...
posted

GhostFrog wrote:

Well, there are competing forces at work here...

-Your aim and speed pp for a map get multiplied by (your combo/max combo)^.8. In this case, that meant you got just about 80% of the aim and speed pp for your 345 combo play.
-Accuracy pp increases faster the closer you get to 100%. When you're around 99%, this can be a big deal. Notice that 98.85 is nearly twice the accuracy loss (well, one and two thirds times) as 99.31%.

In this case, with the map being 3.57stars and effectively OD8.33 with DT, the accuracy component of the pp is pretty noticeable. Apparently enough so that losing 20% of your aim and speed pp wasn't enough to compensate for the acc loss. So I guess the short answer is "yes, accuracy is in fact represented that much in pp (in this case, at least)." It's also worth noting that if you'd gotten a miss instead of a slider break it would have multiplied your aim and speed pp by .97, which still wouldn't have made your 345 combo play worth less, though the increased acc loss from a miss vs a 100 might have done it.



I would say this thread desperately needs an FAQ section to handle questions like this, but most people just post new threads instead of checking this one so I guess that wouldn't be so useful...
Thanks for the quick reply, but still 120 less combo in a 460 combo map is really significant. Well anyways guess I have to get my accuracy up.
Thanks again.
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