Performance Points feedback and suggestions (Standard)

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Yuudachi-kun
If I learned hd and 2x100'd my top play, that'd be 304pp. Od 9.67 too strong.
DroidBass

Kheldragar wrote:

If I learned hd and 2x100'd my top play, that'd be 304pp. Od 9.67 too strong.
Any pp from skillet hero [Fate] is totally worth, such a beast DT rank man, nice one. The mix of anoying long sliders and circles or sliders between them makes it considerably harder than most DT's of that value, it's even better than my #1 of 252 pp. Also both cases of DT are fairly good DT ranks.
Yuudachi-kun

DroidBass wrote:

Kheldragar wrote:

If I learned hd and 2x100'd my top play, that'd be 304pp. Od 9.67 too strong.
Any pp from skillet hero [Fate] is totally worth, such a beast DT rank man, nice one. The mix of anoying long sliders and circles or sliders between them makes it considerably harder than most DT's of that value, it's even better than my #1 of 252 pp. Also both cases of DT are fairly good DT ranks.
I thought the exact opposite; I found sentimental love + DT, seven doors nomod, up all night HR, Miiro [extra] &c. much harder than hero. I don't think the sliders are annoying, they make it easier for me to maintain whatever acc I could as opposed to having all cirlces. Don't most people alternate sliders?
DroidBass
To be honest, I've seen people of higher rank than mine or yours not being capable to FC skillet hero at DT on Fate. Also you should ask it to more players to have a better perspective about that rank, but personally find that map a way too difficult because my aim always sucked xP
B1rd

Tom94 wrote:

AR below 8 already does give a bonus. An increased one if hidden is being used. Since forever. :)
I know, but the bonus should be more and it should include ar8. Low AR will never be the meta or farmable but giving it a small boost would be nice. It might encourage people to play the thousands of AR8 maps there are.

Gigo wrote:

In my opinion, AR8 should also be included in this bonus. The standards nowadays are AR9 and AR10, anything below or over that is hard for people to read. Yes, it depends on the map (more precisely, on object density), but in most cases AR8 is quite difficult.
This.
Nyxa
So when are long HR maps gonna be weighted fairly? I have a 97% FC on Let This Go with HDHR which is a >2400 combo map worth 174pp, while Jamaican Love DT at 98.92% (which is like a minute long and the only "difficult" part is a single stream, the rest is just a bunch of triples and sliders) is worth 227pp. That seems like a pretty big gap to me, especially since Jamaican Love was a 2 try map that was absurdly easy (I didn't even think I'd get pp for it and it turned out to be my #5 play) while on Let This Go I'm ranked #16 global, which says for itself that it's not that easy to get a decent HDHR score on. It's just one of many examples where long HR maps are weighted kinda meh while short DT maps with one or maybe two spaced streams are weighted ridiculously high. Isn't there a way to bring some balance to this?
B1rd
SS is 310 pp. If you have good acc longer maps give a lot of pp. At higher levels at least most of the HR farm maps are long.

edit: I think that long maps + low OD or accuracy are underrated.
Xilver15

Tess wrote:

So when are long HR maps gonna be weighted fairly? I have a 97% FC on Let This Go with HDHR which is a >2400 combo map worth 174pp, while Jamaican Love DT at 98.92% (which is like a minute long and the only "difficult" part is a single stream, the rest is just a bunch of triples and sliders) is worth 227pp. That seems like a pretty big gap to me, especially since Jamaican Love was a 2 try map that was absurdly easy (I didn't even think I'd get pp for it and it turned out to be my #5 play) while on Let This Go I'm ranked #16 global, which says for itself that it's not that easy to get a decent HDHR score on. It's just one of many examples where long HR maps are weighted kinda meh while short DT maps with one or maybe two spaced streams are weighted ridiculously high. Isn't there a way to bring some balance to this?
I disagree, long HR maps are weighted a bit too much for high accuracy lol
DroidBass

Tess wrote:

So when are long HR maps gonna be weighted fairly? I have a 97% FC on Let This Go with HDHR which is a >2400 combo map worth 174pp, while Jamaican Love DT at 98.92% (which is like a minute long and the only "difficult" part is a single stream, the rest is just a bunch of triples and sliders) is worth 227pp. That seems like a pretty big gap to me, especially since Jamaican Love was a 2 try map that was absurdly easy (I didn't even think I'd get pp for it and it turned out to be my #5 play) while on Let This Go I'm ranked #16 global, which says for itself that it's not that easy to get a decent HDHR score on. It's just one of many examples where long HR maps are weighted kinda meh while short DT maps with one or maybe two spaced streams are weighted ridiculously high. Isn't there a way to bring some balance to this?
The problem with HR / HD HR is that 95% values are shit if the map isn't a really crazy map meanwhile SS is ridicully high valued. The problem with ANY high OD map is the absurd distribution of pp meant in high accuracy. JUST see a map named Skrillex & The Doors - Breakn' a Sweat (Original Mix) that on 95% accuracy DT values less than 160 pp but as SS values ABSURD 280 pp ... YESSSSSS it's the same map!! Just so many circles and OD9.67.

Long maps with low OD aren't a real problem at all, sometimes the huge amount of circles at 99% is worth their pp if you are really consistent player it shouldn't be a worry if you're ranking 99% on a 700 of the same difficulty than a 1900 map alike. The REAL problem is the 5 stars OD8.4 HR plays, if you look at Hatsune Miku - Hiatus at HR, you will notice it's an highly chaotic map that is very under-rewarded same as IRON ATTACK! - Future is Undefined that has radical jumps and streams and it's not worth at more than 220's pp on SS at being harder than maps likely SMiLE.dk - Golden Sky that IS one of these free accuracy high OD ranks.

I'm seing that the main problem of this is that this algorythm isn't considering rightly the OD based on how difficult the patterns are and instead accuracy is completely independant of map's patterns complexity/level.
Yales

Xilver wrote:

I disagree, long HR maps are weighted a bit too much for high accuracy lol
Considering your accuracy can hit 99% with hardrock... Cause for the same map with the same FC if you end up with 94% you might get nothing. So for a top player who is pretty constant it might sounds right but for an average player... The FC was already something by itself I think... But in any case it would probably give nothing :D Because you already Fced that Jamaican Love map that give more than 200 pp so for the system the score you just did with hr isn't worth that dt play.. :roll:

I mean Tess gave the perfect example about why so many maps are underated...it's because some other maps (DT maps) are overated. Something like this?
Yuudachi-kun
High accuracy Dragonforce HR should be worth a fuckton.
GhostFrog
Assuming that accuracy pp is handled the same way it used to be, your accuracy pp for a play is maximized at the maximum OD at which you could SS the map - in other words, if you were to play two maps that are completely identical aside from the OD, then given that both have OD values that are too high for you to achieve an SS, you'd get more pp from the lower OD map for the same exact play. The result is that people who can get SS or near SS on OD10 get a ton of pp from HR and people who get lower accuracy get unfairly little.
Yuudachi-kun
I wouldn't say unfair; od10 is hard to acc and having 99%+ with that should be well reqarded, no? If you can't acc then too bad?
GhostFrog

Kheldragar wrote:

I wouldn't say unfair; od10 is hard to acc and having 99%+ with that should be well reqarded, no? If you can't acc then too bad?
I said "unfairly little" and I was mostly talking about people who don't get 99% accuracy. If you can get for example 97% on a map with OD10, you would get more pp from the exact same play if the map had been OD9. In fact, your pp would keep increasing for the same exact play as you lowered the OD until you reached an OD at which you could SS the map, at which point your pp for the play would start decreasing.

So I do think that lower accuracy HR plays get an unfairly low amount of pp compared to what they deserve...and at the very least, they definitely get an unfairly low amount of pp compared to higher accuracy plays on lower OD.
Default
That would also explain why plays such as Gayzmcgee's hdhr fc on Forgotten give such a low pp reward
blahpy

Mahoganytooth wrote:

blahpy wrote:

assuming you can read.....
But reading is the whole reason EZ mod is difficult and should be worth more
I find AR10.3 much harder (impossible) than AR4 but there is no bonus for reading AR10.3, so I don't see why Easy should give any any more than the small bonus it already gives...
B1rd
You think Hvick could do Hoshizora DT if it were AR4? I don't think so. AR4 is harder than AR10.3.
Yuudachi-kun
The real question is ar11 vs ar 4.
-GN

B1rd wrote:

You think Hvick could do Hoshizora DT if it were AR4? I don't think so. AR4 is harder than AR10.3.
start talking in object density instead of approach rate. playing EZ on extra maps is not comparable to normal diffs.
B1rd

-GN wrote:

start talking in object density instead of approach rate. playing EZ on extra maps is not comparable to normal diffs.
Of course it's object density that is what's difficult, but it would be a lot simpler to implement a buff based on AR instead of object density, and it would pretty much have the same effect. Any serious player would move past the difficulties where there is a very low AR that gives an appropriate object density very quickly.
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