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posted

Mania Vocaloid wrote:

CTB map + Easy = Best pp(over +100 pp)

Edit : ppv2 isn't based on osu!tp Diffculty.
and other modes(mania,CTB,Taiko) pp grows if i play exclusive maps.

Edit2 : so i don't like ppv2. just get back to ppv1.
Please read the first post.

Tom94 wrote:

note that currently the Catch the Beat ranking is not functional.
To everyone else: Unfortunately I can't reply to every big suggestion post, but they all have been read and understood. I will give out more information as soon as I find the time to start working on the CtB pp.
posted
Please keep the discussion structured. If you are incapable to contribute in a constructive manner, your posts will be removed and penalities will be given out.
posted
Here he comes blocking the free speech.
posted
Give me back my #193 in ctb mode!!!
posted
I think some people in this thread are not being realistic, osu has always been a competitive game so there must be some ranking system going on
though i agree it was more fun to play without a rank since you dont carry a stigma because of your number, but by saying "disable pp" in this thread you are not contributing at all!
if you want ranks to be disabled again you should post something on Feature req like "no rank day once a month" or something?

I agree that it should be something like
approved > insane > hard
since i had the impression that with ppv1 hard maps where giving more points than insane and approved ones? and thats a bit unfair

and i think SS should be weighed since, well, its 100% and against 99,9% SS is still a better performance, but it wouldnt be fair if you got pp only when you rank SS either so something based on the accuracy you get in a map would make everyone happy if applied fairly, the more accuracy the more pp you win considering your max combo

about the score multipliers i think DT and HR should be weighed more since HD never seemed to me like a very hard-to-play mod not even in standard, to me its more like an ornament rather than a challenge but thats just my opinion
posted
Okay, so I didn't read all the things in the thread, so I'll just lay out things I can think of off the top of my head.

AR10 should be weighted heavier than most things, and if you have mods, even more so, because ar10 is actually like unplayable for most CtB players.
Marathon maps should be weighted a little more than they were, especially if they pass 10 minutes, and even more so if you SS/SSH it.
Difficult songs with low AR should be ranked more. Example:Asumi Kana & Fujita Saki & Kitamura Eri - COOLISH WALK (TV Size) - [Ex]
Super high CS should be weighted heavier.
posted
(At first, I´m sorry for my bad english)

I think the pp system, should be allowed only for players, they want to play with the system.
A lot of people arent interested in the system and the "no pp player" should be removed from the pp system. Maybe, peppy can script a question on the userpage or here https://osu.ppy.sh/p/pp. You can choose then for yourself, that you play with or not with the system.
After this, the pp ranklist should be more clearer then before.

Sure a lot of good players whould be famer then before, but fun is more important then fame.
If you want to be fame, than play scoccer, draw mangas or do something right in the world, but osu! isnt like this! Is just a game ;)
posted

ConanCloud wrote:

(At first, I´m sorry for my bad english)

I think the pp system, should be allowed only for players, they want to play with the system.
A lot of people arent interested in the system and the "no pp player" should be removed from the pp system. Maybe, peppy can script a question on the userpage or here https://osu.ppy.sh/p/pp. You can choose then for yourself, that you play with or not with the system.
After this, the pp ranklist should be more clearer then before.

Sure a lot of good players whould be famer then before, but fun is more important then fame.
If you want to be fame, than play scoccer, draw mangas or do something right in the world, but osu! isnt like this! Is just a game ;)
This is the best idea (that will not be considered) that I heard so far.
posted
I have a few suggestions that I would like to give for this system:

1. As DeathXHunter said before, SS should have less weight in the formula since it's easier to SS in Catch The Beat compared to other modes.

2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.

3. DT should have more weight overall since players can DT AR8 maps that are difficult and get little to no reward for it in the previous system. The higher the AR the more weight it should have since it doesn't cap at AR10 like HR does.

4. HD should have more weight on maps that are difficult rather than having it static throughout all maps.

5. AR10 maps should have a lot of weight since not many players in CTB can read AR10 and the maps with it are really difficult.

6. For CTB specifics, Deluge should have most weight with every difficulty level below it having less weight than the one above.

7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.

8. There are maps that are considered easier to do on CTB than on standard example being Freedom Dive that should'nt be weighed as heavily on ctb due to it being mostly streams.

9. There are auto-converts that are harder than some ctb specifics that should weigh more in this case. CTB Specifics shouldn't outweigh every map just because it's a specific.

I'll give more suggestions as I think of them.
posted

TenguKing9 wrote:

I have a few suggestions that I would like to give for this system:

1. As DeathXHunter said before, SS should have less weight in the formula since it's easier to SS in Catch The Beat compared to other modes.

2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.

3. DT should have more weight overall since players can DT AR8 maps that are difficult and get little to no reward for it in the previous system. The higher the AR the more weight it should have since it doesn't cap at AR10 like HR does.

4. HD should have more weight on maps that are difficult rather than having it static throughout all maps.

5. AR10 maps should have a lot of weight since not many players in CTB can read AR10 and the maps with it are really difficult.

6. For CTB specifics, Deluge should have most weight with every difficulty level below it having less weight than the one above.

7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.

8. There are maps that are considered easier to do on CTB than on standard example being Freedom Dive that should'nt be weighed as heavily on ctb due to it being mostly streams.

9. There are auto-converts that are harder than some ctb specifics that should weigh more in this case. CTB Specifics shouldn't outweigh every map just because it's a specific.
i Agree with this , also one more thing, a map that has no spins and you have to SS to get the pp is bs in my opinion, in other words SS no spin should not weight as much.
posted

TenguKing9 wrote:

7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.
IMO AR10 with HR is still harder than AR10 with HD. Just because the AR doesn't increase anymore doesn't mean that it doesn't get way harder. (cause like things get further apart and the cs gets smaller)
posted

TenguKing9 wrote:

I have a few suggestions that I would like to give for this system:

2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.
I disagree but maybe you just misswrote or so ...
it should not give to much bonus but it should weight more than no mod, because next to memorization you still need the skill to play the map.
If you suck at a map, memorizing everything won't help you at all anyway when it comes to this mod.
posted

Rorona wrote:

TenguKing9 wrote:

7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.
IMO AR10 with HR is still harder than AR10 with HD. Just because the AR doesn't increase anymore doesn't mean that it doesn't get way harder. (cause like things get further apart and the cs gets smaller)
Playing AR9 or AR10 with DT is incredibly difficult since it's faster than AR10 at this point. I do agree with you that HR with AR10 is harder than playing it with HD, but the point is that AR9 with DT is much harder than AR9 with HR because it is AR10.3 and you have less time to react.

bomber34 wrote:

TenguKing9 wrote:

I have a few suggestions that I would like to give for this system:

2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.
I disagree but maybe you just misswrote or so ...
it should not give to much bonus but it should weight more than no mod, because next to memorization you still need the skill to play the map.
If you suck at a map, memorizing everything won't help you at all anyway when it comes to this mod.
I meant this for low AR plays such as AR6 and below. Anything above AR7 with this mod should have a bonus like you said but not as big as per say DT or HR.
posted

TenguKing9 wrote:

I meant this for low AR plays such as AR6 and below. Anything above AR7 with this mod should have a bonus like you said but not as big as per say DT or HR.
okay, then it is alright
posted
Between DT on Ar8 and HR on Ar8 = HR Ar8 should be slightly weight more. But not that big of a difference.

By the Way I am still thinking that my opinion on a map that has no spins and you have to SS to get the pp is not good, in other words SS no spin should not weight as much.

P.s, There is many People that have opinions or that i know that have opinions, so feel free to suggest stuff, this is your time to give your opinion and make PP System Fair.
posted

TenguKing9 wrote:

I have a few suggestions that I would like to give for this system:

1. As DeathXHunter said before, SS should have less weight in the formula since it's easier to SS in Catch The Beat compared to other modes.

2. Since FL is heavily based on memorization rather than actual skill it should be weighed a bit less than no mod plays.

3. DT should have more weight overall since players can DT AR8 maps that are difficult and get little to no reward for it in the previous system. The higher the AR the more weight it should have since it doesn't cap at AR10 like HR does.

4. HD should have more weight on maps that are difficult rather than having it static throughout all maps.

5. AR10 maps should have a lot of weight since not many players in CTB can read AR10 and the maps with it are really difficult.

6. For CTB specifics, Deluge should have most weight with every difficulty level below it having less weight than the one above.

7. HR should have more weight than DT at AR7 and AR8 but should have less at AR9+ since it caps out at AR10.

8. There are maps that are considered easier to do on CTB than on standard example being Freedom Dive that should'nt be weighed as heavily on ctb due to it being mostly streams.

9. There are auto-converts that are harder than some ctb specifics that should weigh more in this case. CTB Specifics shouldn't outweigh every map just because it's a specific.

I'll give more suggestions as I think of them.
This is what I'm talking about...
posted
Which is why I pointed that one out since I agree with what you posted. I don't know about the rest of the players but I wouldn't like seeing only ctb specifics in my top performance list.
posted

jaibo wrote:

I agree that it should be something like
approved > insane > hard
Completely disagree with this. A map being approved doesn't necessarily mean it's harder than an Insane diff. The way tp works (calculating the difficulty of each map) should be ok.
posted

eldnl wrote:

About mods:

- Playing DT on AR9+ maps. example: https://osu.ppy.sh/p/beatmap?b=66853&m=2 - https://osu.ppy.sh/p/beatmap?b=48416&m=2
- Playing HR on AR8+ maps. example: https://osu.ppy.sh/b/291996?m=2 - https://osu.ppy.sh/b/151017?m=2
- Playing HD on AR7- maps (but the map has to be a hard difficulty). https://osu.ppy.sh/p/beatmap?b=51308&m=2 - https://osu.ppy.sh/p/beatmap?b=101727&m=2
- Playing FL on AR9+ maps. https://osu.ppy.sh/p/beatmap?b=86324&m=2

That's the harder stuff about mods.
About the normal difficulty of a map, you have to consider the x distance of the notes, including sliders, because the y distance doesn't matter at all.
The note density doesn't matter that much, everything is about the jumps, a fast bpm song without jumps will be easy, a slow bpm song with a lot of jump will be hard.
The stream jumps can be considered has something really hard.

If anyone can add something that would be great.
Adding on to what eldnl said, I put some maps together that are hard with no mod according to AR (Feel free to elaborate on these):

I realized that I have missed maps that are hard but these are just some that I can quickly think off the top of my head so please bear with that.

AR8 - Kirby Mix difficulties, Non stop road [hich's Rain], Emerald Sword [Extreme], The Beginning [AngelHoney], WAWAWA SPEED mix [Marathon], Wing my way [Hell-jumping]

AR9 - With a Dance Number [0108 style], No39 [0108 style], Talent Shredder [0108], Six Trillion [0108], FREEDMAN [Freedom, Iyasine, Nouk], Skystar difficulties except for Artcore Jinja, Homework Crisis [Let's Jump!!] (HD Bonus suggested for this one) , MISTAKE [Ms.0108, Chewu], I [Another], Intersect Thunderbolt [Thunderbolt], Rubik's Cube [Cube], COSMOS [Cosmos], Dragons [Insane] (HD bonus suggested with this one)

AR10 - Image Material [Scorpiour], The Creator [Nyaten], Kyouki Chinden [Madness Precipitation], Rog-unlimitation [AngelHoney], I [Terror]
posted

TenguKing9 wrote:

AR10 - Image Material [Scorpiour], The Creator [Nyaten], Kyouki Chinden [Madness Precipitation], Rog-unlimitation [AngelHoney], I [Terror]
you forgot Blue Dragon's
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