Because it shows a higher level of skill to hold and keep a high combo rather than two smaller ones.
With 400 combo, more room for unknown sliderbreaks, chances to only miss at hard points of the map, etc etc. It is better giving at least some weighting towards combo.Kheldragar wrote:
New idea: If I miss once every 400 combo in a 1200 combo map, should I be rewarded the same as the guy who three missed at the end? It's the same amount of misses, after all.
Consider getting getting 4 100s randomly throughout a song. Now consider getting them all at once at the end. I believe they are the same in our current system.Kheldragar wrote:
New idea: If I miss once every 400 combo in a 1200 combo map, should I be rewarded the same as the guy who three missed at the end? It's the same amount of misses, after all.
They aren't, at least in terms of score.Keeby wrote:
Consider getting getting 4 100s randomly throughout a song. Now consider getting them all at once at the end. I believe they are the same in our current system.Kheldragar wrote:
New idea: If I miss once every 400 combo in a 1200 combo map, should I be rewarded the same as the guy who three missed at the end? It's the same amount of misses, after all.
But he's arguing in a PP context, not a score context.Endaris wrote:
They aren't, at least in terms of score.
Getting 5 100s at the end of a 1200x combo has pretty much the same effect for score as getting 20 100s during the first quarter of the map.
That's why you can have an extremely hard time to surpass some low-acc scores even with an accuracy that is like 5% higher.
In this sense, hitting 100s at different places may keep you from beating a score for more pp as well.
Aside from that, a 100 is on a completely different scale than a miss.
100 means you're slightly off in 1 dimension of gameplay.
Miss means you're completely off in at least 1 dimension of gameplay.
It's completely legitimate that the former doesn't get punished as much pp-wise compared to a miss as it still indicates that you're overall doing the right thing if you don't miss.
It doesn't look like it does.GhostFrog wrote:
pp calculations can't see where you got your 100s, 50s, and misses. A 100 is a 100 is a 100, whether it's from a circle, slider, or spinner
The pp system can't tell if the 50 you got was on a spinner or not, it assumes that all sliders and spinners are a 300 (and considers the 50 was in a circle).Ziassan wrote:
From the wiki. And I plead guilty for reading it 2/3 times never seeing it also spoke of spinners.
So spinner accuracy doesn't matter, and doesn't affect the combo, thus having a 50 or a 300 on a spinner has 0 effect on PP ? Apparently.
With how pp considers accuracy, a slider can't increase the pp accuracy of a play, only keep it or lower it.Kheldragar wrote:
So wait, even though the accuracy in a slider doesn't count towards the pp calculation, it still makes my acc for the map go up? But if you get a 100 on it it will?
Well I was just explaining why it was not giving you PP.adratel wrote:
It would be boring to play maps that are easy enough to FC
Or one has to retry again and again to FC it.
They said that this ranking system would be better for casual players.
I don't see casual players going for FC more than full time players, so it looks like they missed that point to me
You mean you actually have to put in hard work and effort to gain pp? Who would've thought.adratel wrote:
It would be boring to play maps that are easy enough to FC
Or one has to retry again and again to FC it.
They said that this ranking system would be better for casual players.
I don't see casual players going for FC more than full time players, so it looks like they missed that point to me
There's hard work, and then there's just dumb hard work. You can try all you want to pass some 6 star map, but you're still going to perform shit at it. That's why they're called performance points, because they track how well you can PERFORM playing a map.adratel wrote:
@ Kheldragar Playing difficult maps is what I see as hard work, and I don't gain pp from it.
@ Ziassan yeah it doesn't doesn't matter alot. I'll just keep enjoying the game to my desire.
In general, if you're fast enough to read a map at a certain AR, it's going to be easier for you at that AR than at any lower AR, but it's still a skill to be able to read that fast in the first place. I really don't have much sense of how difficult different approach rates are at that end of the spectrum though.jesus1412 wrote:
10.3 shouldn't be rewarded because the general consensus it's actually easier for a lot of high tier maps. AR above 10.3 is already rewarded.
The bonus was making high level dt overweighted so it was removed. If a new player finds high AR super hard then they're not gonna be fcing high ar maps anyway so a high AR buff won't even effect them.ShadyAngel wrote:
I know there are a lot of quick players right now , but more often than not , when you are first starting out higher AR will be harder.
At that point when you can read high AR well then you've obviously become a better player.
Before that you used to play maps that are lower AR , even though there are really difficult maps with low AR by now.
But it doesn't work like this:
newer player=lower AR
experienced player=high AR
I dont think its possible to compare low and high approach rate ,depends on what maps do you usually play and got used to.
A lesser skilled player can't play an easy map if its high AR (if there are such maps), and a better player can't play a hard(>insane) map if its low AR?
As mentioned before being able to read high AR is a skill in and of itself. However when you started it didnt take that much effort to just click the circles when you had a whole year for it.
So:
Beatmaps: #=difficulty involving everything in general.
#---->##----->####--------->######################--------->WWW
Thats pretty linear.
But AR does not work like this.
Im just saying that harder maps tend to have high AR as well, and it incrases as you play harder and harder maps.
If you just play low AR all the time then thats going to be easier even if thats a rarity.
Good players tend to not take notice of the fact that it is actually quite challenging to read high AR to newer players like myself.
Honnestly reading low AR on hard/insane maps is also a skill.ShadyAngel wrote:
As mentioned before being able to read high AR is a skill in and of itself.
If you meant more PP-giving low AR maps, I agree with you. With the way things are now, pulling off a ~120PP play with AR8 nomod is more difficult than 120PP from AR9 nomod. Getting 140+PP from nomod AR8 is so difficult it almost feels impossible. (Maybe someday when I'm good I can 99% Poinsettia)Ziassan wrote:
I wish their was more low ar insane maps.
You'd need to completely rebalance how the system works with OD to make EZ a viable PP gaining option even remotely possible.[ Momiji ] wrote:
i swear if low AR actually gets rewarded, even if ar8 will be just balanced, easy mod will be the ultimate pp farm
cs2
i have taken it into accountMahoganytooth wrote:
You'd need to completely rebalance how the system works with OD to make EZ a viable PP gaining option even remotely possible.[ Momiji ] wrote:
i swear if low AR actually gets rewarded, even if ar8 will be just balanced, easy mod will be the ultimate pp farm
cs2