tfw can't fc first half of koigokoro and daidai genome
Well yes. The star system only considers the hardest parts on maps, that sometimes are few seconds lenght. I've mentionated that case earlier in the 153'th page, you can look at it here and finding the post. I personally think that the star system needs ton consider both highest star level and average star level and pp being considered by the average one. But it's very known that these map with too many stars wth difficulty peaks are giving more pp than intended because the actual system calculates these map likely if the WHOLE MAP is as HARD as HARDEST parts are, even if only a really small fraction (several seconds on some case) of the map have that real difficulty.Mikakage wrote:
@ReynBolt
The thing about maps like Daidai Genome and Koigokoro are that their high difficulty rating come from difficulty spikes at certain parts of the map, you can play most of the map relaxing and just need to really focus for some specific parts. Compared to worldenddominator and Hero that have a constant difficulty through the whole map so you have to focus all the time to hit every single note, they are easier considering the amount of skill required but harder because you need to be at that skill level all the time.
It's the same for no mod and HR "farm" maps, they are relatively easy most of the time with some spikes of difficulty that are worth the difficulty of the map, Ame to Asphalt for example is just a 4.92 stars map if you remove the jumps from the last 10 seconds. It's not a matter of pattern complexity or anything, it's just that you play the whole map quite relaxed and focus for real in the last 10 seconds to be able to dish all the pp from the 6.03 stars that this end is worth (If you delete the rest of the map leaving only the end, it is still a 5.86 star map)
Making it short, the 'farm maps' aren't about pattern complexity (although this makes it harder) or length (although this helps with retry faster) but the difficulty spread through the map. It doesn't matter if the map have the strangest sliders followed by a full screen star if it's just six seconds section of the map, you can just retry until you hit it once and take all the pp home.
Side note here: Hero is just frustrating to play because tutuhaha maps are just derp to play with the same sliders and triples patterns, with or without mods.
That's bullshit.ReynBolt wrote:
The star system only considers the hardest parts on maps
it's not 100% accurate, but it's not bullshit eitherEndaris wrote:
That's bullshit.ReynBolt wrote:
The star system only considers the hardest parts on maps
daidai has that one fullscreen triangle pattern somewhere halfway through the map and the ending has a difficulty spike, other than that it's not that hard. koigokoro has about the same difficulty throughout the map i agree. it's just that the difficulty comes from something that most people dont actually find all that difficult.Endaris wrote:
Especially for Koigokoro and Daidai it's very obvious that they have no serious difficulty spikes which enables players to fc them once they can play the map as they won't get stuck on a single hard pattern.
no, if a map is 6 stars purely because of, say, 1 star pattern, while otherwise it's not even 4 stars, then all you have to do is get lucky on the star pattern to get the pp for a 6 star map. if the map is 6 stars throughout the whole thing you just can't do that.Endaris wrote:
The more flat a map is in terms of difficulty the better for pp-farm.
you just argued against yourself here, you're telling the other person they are right. it's not about the flatness of a map, it's about how high it's peak is.Endaris wrote:
The few maps that have only 1 outstanding pattern at the very beginning or the very end are mostly flat too and you can take some pp by just fc'ing the rest of the map. Once you have two or more of such patterns maybe without such a high peak the map will be noticeable harder to pp.
Kheldragar wrote:
Maybe the people who can't fc daidai or koigokoro deserve to be lagged in rank behind the people that can because, get this, they don't have the skill to fc those maps! Daidai is annoying though, the small patterns on the left and right side of the screen fucked me up more than the big jumps ever did.
I think it's the same pattern as in the beginning of seiken nante iranai in the lower right.
yes it's their fault the maps are overweighted, flawless logic.Mahoganytooth wrote:
I can't FC daidai or Koigokoro but I don't care because I can call people who have them on their top ranks overranked trash
Lots of players have Daidai Genome as one of their top performances worth around 270 pp with an A rank because of the last seconds of the map, specially the three triples followed by some weird angled jumps. the start of the choruses are also significantly harder than the others parts in the map, but not even close to the final pattern. Koigokoro is constant.Endaris wrote:
Especially for Koigokoro and Daidai it's very obvious that they have no serious difficulty spikes which enables players to fc them once they can play the map as they won't get stuck on a single hard pattern.
I think I get what you're saying here. A map being constant is better considering it only has very sparse spikes, if it gets lots of spikes the map becomes significantly harder.Endaris wrote:
The more flat a map is in terms of difficulty the better for pp-farm.
The few maps that have only 1 outstanding pattern at the very beginning or the very end are mostly flat too and you can take some pp by just fc'ing the rest of the map. Once you have two or more of such patterns maybe without such a high peak the map will be noticeable harder to pp.
Kheldragar wrote:
Maybe the people who can't fc daidai or koigokoro deserve to be lagged in rank behind the people that can because, get this, they don't have the skill to fc those maps! Daidai is annoying though, the small patterns on the left and right side of the screen fucked me up more than the big jumps ever did.
If the map pool from where you can farm isn't limited this is what will happen, it's the best pick optimal maps if they want to increase rank. One should also assume that everyone will go to these maps instead of bitching about honor or some other bullshit and refusing to play these.Riince wrote:
Or maybe they just don't want to FC them because they hate the maps. Although, doing this prevents them from being allowed to bitch about being ranked lower than people who they are better than. Not that they would anyway, since they wouldn't care about other peoples rank if they don't even care about their own.
The problem is that the system gauges three different skills: Aim, Speed and Accuracy. We cannot see how much of it each player have like the old tp site.Riince wrote:
There shouldn't be a select few maps you should have play to compete rank-wise if you don't want to be underranked, you should be able to play whatever you enjoy and have your 'skill' gauged accurately by pp, but it isn't so.
I'd like to mention that best friendS long ver is exaxtly what you described in the last sentence. It's a map with 3 ( or was it 4?) Difficulty spikes and a much easier map for the rest of the song. Also maps with spikes tend to be farm maps though. 7 - seven, remote control, jojo, best friendS etc...Endaris wrote:
That's bullshit.ReynBolt wrote:
The star system only considers the hardest parts on maps
Especially for Koigokoro and Daidai it's very obvious that they have no serious difficulty spikes which enables players to fc them once they can play the map as they won't get stuck on a single hard pattern.
The more flat a map is in terms of difficulty the better for pp-farm.
The few maps that have only 1 outstanding pattern at the very beginning or the very end are mostly flat too and you can take some pp by just fc'ing the rest of the map. Once you have two or more of such patterns maybe without such a high peak the map will be noticeable harder to pp.
Would like to clarify that the shorter the spikes are, the more farmable is. I find that some maps with their peaks are rightly judged likely hvick225 Sagara Kokoro - Hoshizora no Ima [S.S] because the peak stands enough time to require constancy on skill and not about pure luck on a random play ... meanwhile I find FLOWxGRANRODEO - 7 -seven- -TV SIZE - a way too overrated because the peaks stands too low time and seems very tryhardable and sucess ratio seems to be too high for a 500 pp play map.uberpancake wrote:
I'd like to mention that best friendS long ver is exaxtly what you described in the last sentence. It's a map with 3 ( or was it 4?) Difficulty spikes and a much easier map for the rest of the song. Also maps with spikes tend to be farm maps though. 7 - seven, remote control, jojo, best friendS etc...
Don't worry man, I heard this is going to be fixed in some big update down the line.Tysonzero wrote:
My only (admittedly pretty big) qualm with the difficulty system right now is that IMO it should NEVER be possible for replacing your score to DECREASE your PP.
Pretty sure he's gonna do both? You're gonna be able to submit a hr score and dt score to the same map but that's separate from the plan to remove pp reducing score submission.Khelly wrote:
Tom's not going to do that, he's only going to make it so you can't get a higher score with a different mod combo overwrite higher pp plays.
I think I asked him on his ask fm a few months ago and he said something about not doing both because only keeping the highest pp score requires more storage of scores or something.jesus1412 wrote:
Pretty sure he's gonna do both? You're gonna be able to submit a hr score and dt score to the same map but that's separate from the plan to remove pp reducing score submission.Khelly wrote:
Tom's not going to do that, he's only going to make it so you can't get a higher score with a different mod combo overwrite higher pp plays.
that would be a much rarer scenario than losing pp, which is an everyday thing to some people and something most people always take into consideration before playing a map with different mods, but it doesn't have to be..silmarilen wrote:
actually he said only keeping the highest pp score wont happen because if something changes about pp it might not be the highest pp score anymore.
I think being an idiot should legitimately cost you pp.[Lucky] wrote:
I think the mod 'Spun Out' should only cost you pp when the map actually has a spinner.
I don't think he was an idiot, SO is worth as 95% pp but only uses half of score, meaning you can improve it easly later on when playing better.Endaris wrote:
I think being an idiot should legitimately cost you pp.[Lucky] wrote:
I think the mod 'Spun Out' should only cost you pp when the map actually has a spinner.
More importantly, why does anyone care about pp if they're using nofail? Or Spun out? Using those mods is like saying hey, this map is too hard for me to play well. If you can't play it well then why are you worried about pp. There is no way in hell it will be better than your top plays.Khelly wrote:
It's as dumb as saying NF should only cost you pp if you fail the map.
depends heavily on the player..otoed1 wrote:
There is no way in hell it will be better than your top plays.
My top ranks would like a word.otoed1 wrote:
If you can't play it well then why are you worried about pp. There is no way in hell it will be better than your top plays.Khelly wrote:
It's as dumb as saying NF should only cost you pp if you fail the map.
Nah, they don't want to talk they're too ashamed of their acc and too proud of the rest of their phat skillz. Srsly tho, how do you get as good as you with such bad acc?jesus1412 wrote:
My top ranks would like a word.
how do you get as good as you with such bad acc?I might assume that actual "throw stream here, throw stream there" fast/superfast bpm stream everywhere maps (it's can be called a meta already since more and more what i see - map without stream doesn't exist) and not everyone have consistency to play this.
Nobody becomes good without good accuracyotoed1 wrote:
Nah, they don't want to talk they're too ashamed of their acc and too proud of the rest of their phat skillz. Srsly tho, how do you get as good as you with such bad acc?jesus1412 wrote:
My top ranks would like a word.
His accuracy is good, just not the best at these extremely fast maps. A 98.98% Muteki no Soldier or his 91.91% at FREEDMAN plays aren't something to laugh at.Khelly wrote:
How so?Purple wrote:
Nobody becomes good without good accuracy
https://osu.ppy.sh/u/606544
Perhaps he's like me and gets gud accuracy on things that are relatively easier and then just gets 92-95% fcs on the harder things because we're not that great at acc in actuality?Mikakage wrote:
His accuracy is good, just not the best at these extremely fast maps. A 98.98% Muteki no Soldier or his 91.91% at FREEDMAN plays aren't something to laugh at.
for someone of his skill level,that accuracy on muteki is shit. i got fewer 100s back in 2013Mikakage wrote:
His accuracy is good, just not the best at these extremely fast maps. A 98.98% Muteki no Soldier or his 91.91% at FREEDMAN plays aren't something to laugh at.Khelly wrote:
How so?
https://osu.ppy.sh/u/606544
only when its something noone else can fc with high accHK_ wrote:
So when a normal player gets 92% then its a shitpass with shitty accuracy but when a pro gets 92% then thats good accuracy? Please make up your mind.
Maybe because the increase in time you get is proportional to the increase you get of a circle?GhostFrog wrote:
if you change the OD on a map, its star difficulty doesn't change at all.
Huh? If sliders were really underrated because of what you said, the difficulty of a map should go up when you increase OD. Difficulty algorithm just assume you're hitting everything at exactly the correct time.Endaris wrote:
Maybe because the increase in time you get is proportional to the increase you get of a circle?GhostFrog wrote:
if you change the OD on a map, its star difficulty doesn't change at all.
Cause if it's proportional it can be measured by length and point of time without looking into OD while still giving sliders a disadvantage in rating.
If it's not on your profile page then no, you can't. Tillerino CAN give you an estimate for an fc.UltraRik wrote:
This thread is WAY to long for me to read trough everything, so I will just straight forward ask my question.
Is there a way to check pp value of a particular play?
I would love it if we could see every score's pp value, or at least demand
to see the value of a particular play for a score that does not appear in the Top Ranks
on my profile page..
WOW that was a quick reply, thanks!Khelly wrote:
If it's not on your profile page then no, you can't. Tillerino CAN give you an estimate for an fc.
DT is by far the most commonly underrated mod in the game at a high level. I don't think it needs more nerfs right now. It's worth noting that you have almost no DT scores in your top performance, how do you know that it's "easy" to farm pp when next to none of your pp comes from DT. I think you should experiment more with mods and then come back to report.UltraRik wrote:
WOW that was a quick reply, thanks!Khelly wrote:
If it's not on your profile page then no, you can't. Tillerino CAN give you an estimate for an fc.
That's really sad, I wish peppy would implement a way for us to do that.. because I'm not sure
if tryharding with certain mods will be worth anything or a waste of time lol.
ALSO I strongly feel that DT scores are blown out of proportions in the pp system,
DT needs nerfing in terms of pp value. Farming DT is way too easy imo
Yeah, no, I never play DT since my FPS makes AR higher than 10 basically invisible.jesus1412 wrote:
DT is by far the most commonly underrated mod in the game at a high level. I don't think it needs more nerfs right now. It's worth noting that you have almost no DT scores in your top performance, how do you know that it's "easy" to farm pp when next to none of your pp comes from DT. I think you should experiment more with mods and then come back to report.
Also this. Theres so many people judging mods/play styles/ whatever and calling them bad without even trying them out, seriously wtf people???jesus1412 wrote:
It's worth noting that you have almost no DT scores in your top performance, how do you know that it's "easy" to farm pp when next to none of your pp comes from DT.
Most people don't play at a high level, though and I think it's safe to say that at a medium level of play, DT is overrated.jesus1412 wrote:
DT is by far the most commonly underrated mod in the game at a high level
Personally, I have 8 200+pp scoresjesus1412 wrote:
how do you know that it's "easy" to farm pp when next to none of your pp comes from DT
8)xxjesus1412fanx wrote:
basically the stuff bad players do is easy for good players
thanks you for this revelation NixXSkate
AR>10 is a very high level of play that's usually not recommended for people around your rank, try ar8 DT maps and see how it goes. I'm not trying to attack you for not playing DT, I'm just saying that you should try it first and then report on it rather than "he said she said". There are maps that are very easy to gain pp from for every mod, just because more people can play DT does not mean that DT is overweighted. If you can find a way to nerf "pp" maps without nerfing the already underweighted maps then I would agree with it.UltraRik wrote:
Yeah, no, I never play DT since my FPS makes AR higher than 10 basically invisible.jesus1412 wrote:
DT is by far the most commonly underrated mod in the game at a high level. I don't think it needs more nerfs right now. It's worth noting that you have almost no DT scores in your top performance, how do you know that it's "easy" to farm pp when next to none of your pp comes from DT. I think you should experiment more with mods and then come back to report.
But I have a lot of friends who say that DT is easy to do, also A LOT of people have
DT / HDDT scores for their Top Ranks.
200+pp scores.Khelly wrote:
Jesse, what do you call "a high level"? 6.00*+? Top 100 player DT plays for 400+ pp?
This is a very reasonable answer however one overweighted map does not represent the entirety of DT. I'm glad that you're trying to point out specific things other than "DT is overweighted, nerf it". Specifics are what we need here. OD is a strange topic at the moment, a lot of people think it has too big of an influence, specifically in regard to the pp gain/loss from high/low acc FCs on the same map.Mahogany wrote:
Most people don't play at a high level, though and I think it's safe to say that at a medium level of play, DT is overrated.jesus1412 wrote:
DT is by far the most commonly underrated mod in the game at a high levelPersonally, I have 8 200+pp scoresjesus1412 wrote:
how do you know that it's "easy" to farm pp when next to none of your pp comes from DT
I worked very hard for every single one of them
Except for the DT play, which was a random play that I put very little effort into and got on like the 3rd try
The same trend continues for what few DT plays I have in my top plays
I'm just doing theory work here, but DT at lower levels is (IMHO) overrated because of the OD increase. Meanwhile, at high levels, you're going to be playing HR or DT to gain PP, so the OD is high regardless of which mod you're playing, so it balances out, and DT stops being overrated because the alternative is on equal ground. I don't have any personal experience of playing at a high level like that, but I haven't found many people to disagree with my theory.
This is MASSIVELY the issue, HR is DIFFERENT to nomod (which people are used to) while DT has a similar feel to nomod (essentially if you build your core skills, you're building your DT skills [aside from possibly your speed]).NixXSkate wrote:
Jesus doesn't refer to DT maps as maps like Setting Sail or Daidai Genome, they play the same as HR maps with high resolution, slightly slower AR, and 2ms more leniency. A real DT specialty player does not benefit highly from playing maps like these. If someone can play these maps accurately, they can get pp from HR with just a little more practice, no doubt. The biggest advantage with DT is that it's not as black and white as with HR, where OD7 turns into OD9.8, because DT keeps the flow of the original mapping perfectly and only speeds it up. Playing slow maps accurately with DT is just a stepping stone into HR, it won't help you get faster for higher level DT. Basically, DT is only overrated at noob level play because HR has such a big jump on AR and OD for anything with decent aim or speed pp at it's base that they can't play it well, unlike DT which can hit that middle ground between the two. Only higher level players can feel benefits from HR, and for them, pretty much most things they can no mod can be played with HR as well. The real flaw is in the nature of the HR mod itself upon it's creation based on the way map stats are set now. I feel like I'm starting to talk aimlessly in circles so I'll stop, this isn't even pp feedback.
Oh, Setting Sail is hardly the only map. I don't keep up-to-date with DT farm maps, but isn't this a similar situation with many other maps? I'm thinking this PP overweight applies to any AR8 OD8 map, and that's why maps such as several of Ztrot's pony maps are also considered good DT farm maps, along with Daidai genome (Though the difficulty spike at the end probably contributes a lot)jesus1412 wrote:
This is a very reasonable answer however one overweighted map does not represent the entirety of DT
As there are many HR farm maps out there, basically almost all MIIRO TV Size Insane and Extra difficulties are good HR farm maps. There are way more short maps with huge jumps, few triples and easy streams (like Daisy, Univer Page, Artcore Jinja, Diamond...) to farm with HR than there are with DT.Mahogany wrote:
Oh, Setting Sail is hardly the only map. I don't keep up-to-date with DT farm maps, but isn't this a similar situation with many other maps? I'm thinking this PP overweight applies to any AR8 OD8 map, and that's why maps such as several of Ztrot's pony maps are also considered good DT farm maps, along with Daidai genome (Though the difficulty spike at the end probably contributes a lot)
Same with HR assuming you can get good acc. And Koigokoro is a map that is worth quite a bit and you're not so harshly penalized for getting a so-so accuracy, different from Daidai Genome because OD8 becomes very close to OD10 with DT.Mahogany wrote:
...then again, you also have Koigokoro, and both of the insanes are only OD7, but it still manages to be one of the most popular DT farm maps.
I think it's safe to say, though, that the OD increase is one of the major contributing factors to DT overweight.
Like you said. In your opinion, probably because of your skillset. Using the example bellow:Mahogany wrote:
At a medium level, HR is a lot harder to play as well as DT is. If you're playing HR it's a lot harder to get a full combo on maps with an equivalent star rating with DT (IMHO), because of the higher AR, and (often) very low note density, compared to DT-ing the map, as well as the smaller CS.
OD is also a factor and I believe OD9.67 is far easier to get good acc on compared to OD10.
First, with HR it becomes a 4.68 star map.Mahogany wrote:
Technically, HR is still more valuable than DT at a mid level. Look at my top scores. I have a 201pp HDHR SS score on a 4.38* map, compared to the ~5* 99.66% 207PP score that my DT Setting Sail gave. The problem is that the HDHR score is all acc PP, and that score was worth like 150pp for 99%, which would be completely worthless to me, whereas a DT score would still be valuable at less-than-perfect accuracy. So unless you're playing HR perfectly, which the majority of people cannot do until they start being very high ranked, the PP gain potential is simply incomparable and you're better off playing nomod rather than HR for PP.
Like Jesse said, many (including myself) aren't very satisfied with how accuracy is handled. The way it scales at higher ODs is just ridiculous to the point that getting a 98.5% score feels like crap when looking at something just 1% above, the difference is huge even when there is a mere 0.5 ms difference in the timing window.Mahogany wrote:
I don't know, I'm too focused on the OD increase, because that's the only thing that really stands out to me, personally...I don't know what else it could be. In my experience, I've always found high OD to be OP, but at the same time I've always been an accuracy whore.
It'll be good to get others' inputs on this, but I've thought about this for a long time and this is my personal conclusion.
Also, I would agree with changing how acc is handled. I feel that PP is too weighted towards 99%+ scores, personally. I'd like there to be a more even spread between 97%-100%
Personally, I believe that it's a lot harder to get good acc with HR than with DT.Mikakage wrote:
Same with HR assuming you can get good acc.
That's very true, I'm not looking at this very objectively TBH, purely speaking from my experiences.Mikakage wrote:
probably because of your skillset
I agree with this.Mikakage wrote:
HR is harder for most players because they aren't used to play the circle size and AR10
Mikakage wrote:
It is still hilarious that a single one hundred is worth 12 pp in this and 8 pp in Setting Sail. A 0.5 ms timing window difference = 4 pp difference in a longer map. Whatever... this just shows how much OD is broken.
I completely agree.Mikakage wrote:
Like Jesse said, many (including myself) aren't very satisfied with how accuracy is handled. The way it scales at higher ODs is just ridiculous to the point that getting a 98.5% score feels like crap when looking at something just 1% above, the difference is huge even when there is a mere 0.5 ms difference in the timing window.
Except on long maps, ayy those 160pp marathon SSesKhelly wrote:
Keeping acc in <200 bpm streams is way harder than playing 240+ bpm wtf I'm ruined
I like how pp gains go up exponentially as you approach SS because it reflects how much harder it is to go from 98 to 99 than 95 to 98 etc. It is a lot easier to go from 20x100 to 10x100 than 10x to 5x, and I like how it reflects that
Idk man I'm pretty sure most people get better acc on <200bpm streams than they do on mendes dt.Khelly wrote:
Keeping acc in <200 bpm streams is way harder than playing 240+ bpm wtf I'm ruined
The second one is not specific enough about what type of 240+ bpm.jesus1412 wrote:
Idk man I'm pretty sure most people get better acc on <200bpm streams than they do on mendes dt.Khelly wrote:
Keeping acc in <200 bpm streams is way harder than playing 240+ bpm wtf I'm ruined
Yeah, it's harder, but it isn't enough to justify the difference for a mere 0.5 ms timing window. Seriously, this is adding 0.25 ms of lenience for hitting a note earlier/later, yet the pp value difference is a huge disparity.Khelly wrote:
Keeping acc in <200 bpm streams is way harder than playing 240+ bpm wtf I'm ruined
I like how pp gains go up exponentially as you approach SS because it reflects how much harder it is to go from 98 to 99 than 95 to 98 etc. It is a lot easier to go from 20x100 to 10x100 than 10x to 5x, and I like how it reflects that
I said streams, if you are considering only 11 notes or so bursts as the entirety of streams in the game, that's cute. But even these are hard to play for most of the game population and I believe this majority will have more success at keeping a good accuracy at an easy to aim 170~180 bpm stream with HR than at an AR9.6~10.3 DT over 240 BPM.Khelly wrote:
The second one is not specific enough about what type of 240+ bpm.
Khelly wrote:
Actually, no, you said under 200 bpm stream and then 240+ in general which is encompassing everything; you should've said 240 bpm stream because you shofted the focus to playing dt in general.
Mikakage wrote:
In all these we are talking about simple maps, like most farm maps, that are relatively easy to play and don't actually have what makes both mods harder at the highest levels: streams. In DT it's high BPM streams and in HR is keeping accuracy on long streams. And keeping accuracy in a <200 BPM stream is much easier than playing 240+ BPM in general.
I hope you're aware that if you're rank 50000 and you get -50 ranks you'll be 49950 after it.DahakaMVl wrote:
Still confused by the pp-System. Just played hard/advanced map. First try full combo, map rank #153 and acc 97.5% and lost 70 global ranks?
I lose rank all the time I play hard maps full combo and 96+ acc. Why is this happening. (I play almost daily)
I obviously meant I got ranked worse.Endaris wrote:
I hope you're aware that if you're rank 50000 and you get -50 ranks you'll be 49950 after it.DahakaMVl wrote:
Still confused by the pp-System. Just played hard/advanced map. First try full combo, map rank #153 and acc 97.5% and lost 70 global ranks?
I lose rank all the time I play hard maps full combo and 96+ acc. Why is this happening. (I play almost daily)
Just like for oh so many others :^)silmarilen wrote:
other people play the game aswell, while you werent playing they passed you in rank but yours didnt get updated until you set a new score.
damn i should really make a macro for that response.
But pp is an arbitrary number with no meaning behind itMahogany wrote:
Just pay attention to your PP rather than your rank omg people pls
But the situation is someone thinking he's losing ranks for making new plays when infact his pp is increasing but not fast enough to offset the delay.GoldenWolf wrote:
But pp is an arbitrary number with no meaning behind itMahogany wrote:
Just pay attention to your PP rather than your rank omg people pls
There was an approved feature request asking for this from a few years ago (iirc.)Kim wrote:
Why hello there everyone!
Yes I indeed came here to rant about how it's possbile to lose rank although I gained more acc/points on a map
After reading the latest comments, a lot of what I had in my mind has been answered so... thank you for that!
But... if it meanwhile is a common thing that players only happen to see their rank dropping after playing a map, wouldn't it be neat if we could see the gain of pp as welll when finishing a beatmap? -or lose of course if it's decreasing.
Greets~
Thanks for the answer!- [ U z z I ] - wrote:
There was an approved feature request asking for this from a few years ago (iirc.)
multiplayer looks at score, the whole reason why pp was implemented in the first place was because score was not a good measurement of skill. let's not go back in time.ReynBolt wrote:
What I'm seing from there?
I have nothing againist high accuracy players, but come on, I would find rasonable if you reward these that can complete maps or are close to complete these maps. On an OWC match the 96.50% is worth as a lot more of score and more useful for your country than that 99.47% with several misses but 99.47% accuracy.
Endaris wrote:
He got a lot of pp cause his combo was still decently high. Combo has a linear scaling iirc therefore he already got a decent amount of combo pp.
If he got 3 750 Combos your pp would be a lot lower. Misses are also detrimental for pp but with only 2 of them on such a long map it doesn't have a huge impact.
The question in terms of pp is also:
How likely is the 96,5% player to replicate the FC? He isn't cause he obviously show inconsistency on various spots that will probably cause him to miss on such a long map. The 99,47% player is highly consistent so he should have no problems to get a play of similar quality without much effort even though he might choke on a different spot than before. Therefore the pp awarded seem fair and square for me.