Performance Points feedback and suggestions (Catch the Beat)

posted
Total Posts
767
show more
-KevinChan-

PakaChan wrote:

About the open sourced thing: The difficulty calculator wasn't open sourced, it's just the pp part after the difficulty was already calculated. (did i word that right?)

Stuff i could gather:
- There's a length multiplier which scales with max combo. It scales linearly up to 3000 combo, after which it's reverse logarithmic scale.
At 375 combo, the multiplier is 1. At 3000 combo the multiplier is 1.35 after which it scales slowly
- The formula for the miss multiplier is (0.97^no_of_misses)
- The formula for combo multiplier is ( player_max_combo ^ 0.8 / beatmap_max_combo ^ 0.8 )
- The formula for acc multiplier is ( acc ^ 5.5 )
(a HR fc on owen tag4 would be ~1300pp according to this)
- AR gives a 10% bonus for each point above 9 and 2.5% bonus for each point bellow 8
- HD gives 5% bonus for AR10-11 and an additional 7.5% for each point bellow 10
- FL gives 35% bonus and reapplies the combo multiplier again ( a 3000 combo map gets 82% more for FL, a 375 combo map gets 35% more)
- NF gives 10% penalty;
The interesting part for me now is what penalty Easy has, and why the Effect of DT overweighs it, is it purely based on the AR? or the Mod-Multiplier
Zak
I don't believe AR does anything to Star Rating, so I think it's just how much harder DT makes it in the case of EZ turning hypers into ridiculously hard pixel-jumps and DT making the remaining ones even faster.
BoberOfDarkness
AR bonus (no mod) could be for just AR9>
AR bonus (HD) 15% AR0-7
AR bonus (HD) 10% AR8-9.5
AR bonus (HD) 5% AR9.5>
Zak
The bonuses for HD are fine as they are aside from around 9.5-10, it goes down to too little at that point, and should maybe only drop to around 7% at AR10
Yu_DeiR_Makari
PP has failed us....
Yu_DeiR_Makari
love the FL boost to pp its great
[ - S T A R - ]

Yu_Makari wrote:

love the FL boost to pp its great
FL isn't the easiest thing tho. Do you have any tips for FL? :?
Cipse
Does anyone know why the score multiplier of DT is lower than that of HR, considering that an SS with DT gives more pp than an SS with HR - or even HDHR, for that matter.

Just wondering, because if someone gets a DT FC then does a HR FC of the same map, later, they'll lose pp :lol:
Sorcerer

Cipse wrote:

Does anyone know why the score multiplier of DT is lower than that of HR, considering that an SS with DT gives more pp than an SS with HR - or even HDHR, for that matter.

Just wondering, because if someone gets a DT FC then does a HR FC of the same map, later, they'll lose pp :lol:
8 years ago a bad thing happened... More seriously, 8 years ago when the multipliers were decided the mapping meta was quite different with higher CS and lower AR. On these sort of maps HR is harder than DT but mapping has since evolved while scoring and mods have stayed the same.

There was some work done behind the scenes by Tom94 to allow for you to have more than one score on the same map for different mod combinations. Your highest score would show up on the leaderboards but you would have the pp from your highest pp play but I believe this has been shelved due to a large increase in time to retrieve scores ingame.

ScoreV2 currently has a 1.1x multiplier for HR and a 1.2x multiplier for DT. This would mean even a HDHR score would be beaten by just DT but we don't know how far away it is from being implemented into the game fully. In the meantime you just have to avoid overwriting DT scores with HR, though HDDT does beat out HR so if you can play HD not all is lost.
Amlink

119410501 wrote:

Remove PP rankings.
Fucking 3 years ago still true AF
Amlink

Sorcerer wrote:

Cipse wrote:

Does anyone know why the score multiplier of DT is lower than that of HR, considering that an SS with DT gives more pp than an SS with HR - or even HDHR, for that matter.

Just wondering, because if someone gets a DT FC then does a HR FC of the same map, later, they'll lose pp :lol:
8 years ago a bad thing happened... More seriously, 8 years ago when the multipliers were decided the mapping meta was quite different with higher CS and lower AR. On these sort of maps HR is harder than DT but mapping has since evolved while scoring and mods have stayed the same.

There was some work done behind the scenes by Tom94 to allow for you to have more than one score on the same map for different mod combinations. Your highest score would show up on the leaderboards but you would have the pp from your highest pp play but I believe this has been shelved due to a large increase in time to retrieve scores ingame.

ScoreV2 currently has a 1.1x multiplier for HR and a 1.2x multiplier for DT. This would mean even a HDHR score would be beaten by just DT but we don't know how far away it is from being implemented into the game fully. In the meantime you just have to avoid overwriting DT scores with HR, though HDDT does beat out HR so if you can play HD not all is lost.
I disagree about the current aspects regarding hard rockversus DT doubletime. A big problem with that is that even with hidden doubletime if you get a Max spin with hard rock you cannot beat it with HD DT unless the map itself has more bananas with double time then it or no mod than it does with hard rock even then it's a stretch a huge problem these days is players like myself as well as higher tier players who have done at least One HR score on any given map and cannot go back to beat it with DT when they feel if they are able to FC. Unless you are referring to a couple of maps even then it's debatable that HR is ever harder than double time referring to a high-ish tier PP play even if you take ExGon's utage HR one miss which is insane don't forget that it would be three times as crazy to FC or SS that with double time even 10 miss would be considered overjoy tier. If you an HD HR FC on oriental with a very good spin and are unable to beat it with HD DT can't you see something is wrong with that?? Hard rock is a garbage mod I am sorry (Not sorry) to everyone that was offended by that I'm sorry to all the farmers that have gotten very far in a broken PP system that's meaningless and spent years learning the mod that is overglorified no mod and that their speciality and their mod of choice is completely and entirely and undebatabley easier than double time if you compare on average a 4 to 5 star map plus with either hard rock or double time on at least AR nine these players who will strive to push the physical speed that can be achieved in CTB will forever be unrewarded due to an inferior mod that everyone seems to like way too much. Just remove PP entirely if you were going to say that hard rock should be a higher multiplier than DT. At that point it's broken beyond all belief and I have lost all hope. Some people will call this. Post salty due to me not having more than a few HR plays but at the end of the day it's simple facts distorted scythe with hard rock how many players have done that quite a few how many players have done it with doubletime NONE I could either list every other PP map that is been FC with HR or I can not at all because if I need to elaborate any further or you all have serious mental issues and should get yourself checked. OK that was salty but what do you want from me I'm just a guy who's spent 2 1/2 going on three years of my life playing a game that not only was already broken but continues to deteriorate to this day even beyond all repair or any kind of hope can save it's integrity. Has the game been and continues to be today, a waste of time as far as ranking or scoring yes! Is it a waste of time as a fun minigame? yeah in that case enjoy yourself but if you look for any other merit beyond that go play something other than CTB
-KevinChan-

Amlink wrote:

Just remove PP entirely if you were going to say that hard rock should be a higher multiplier than DT.
Ehhm, they never said anything about that, only that HR was considered a harder mod 8YEARS ago, which i would think to be true considering the wacky spacing and high CS of old maps in the beginning of osu!.
Amlink

Kingkevin30 wrote:

Amlink wrote:

Just remove PP entirely if you were going to say that hard rock should be a higher multiplier than DT.
Ehhm, they never said anything about that, only that HR was considered a harder mod 8YEARS ago, which i would think to be true considering the wacky spacing and high CS of old maps in the beginning of osu!.
I was aware they didnt say that "I disagree about the current aspects regarding hard rock versus DT doubletime." i was just taking what they said and using that to state my point and have some context to my post. it wasn't a direct response to them but it was simply using the topic they had already established as a way to get some background info on what I was writing about.
Hedgeturtle
Don't trash people because you have forgotten how to enjoy the game.

Also, probably the only truly precise way for pp system would be to have a group of (knowledgeable, skilled and incorruptible) players dictate the amount of pp a song should give with all mods.
eldnl
Is the pp system going to be fixed in ctb some day?
-KevinChan-

eldnl wrote:

Is the pp system going to be fixed in ctb some day?
From Responses Peppy gave regarding the PP System, he himself and the Dev Team would probably be too out of touch with the current Stance of what the community deems "difficult" and so on. For the most part they are just waiting for someone to make an attempt on finding a better alternative or a "fixed/optimized" new PP-System.

But from how people have accustomed to the "ppv2-Fix" System that we had now for years, I would guess that many people wouldn't even want to have a more balanced system.

Since High CS & Sharp Spacing have pretty much fallen out of interest, in exchange for more rapid hypermovements, Hyperchains, and High Decimal AR that already gives its on 10% SR/pp bonus.

So yea, i wouldn't think that we will see any change soon.
Zak

Kingkevin30 wrote:

eldnl wrote:

Is the pp system going to be fixed in ctb some day?
From Responses Peppy gave regarding the PP System, he himself and the Dev Team would probably be too out of touch with the current Stance of what the community deems "difficult" and so on. For the most part they are just waiting for someone to make an attempt on finding a better alternative or a "fixed/optimized" new PP-System.

But from how people have accustomed to the "ppv2-Fix" System that we had now for years, I would guess that many people wouldn't even want to have a more balanced system.

Since High CS & Sharp Spacing have pretty much fallen out of interest, in exchange for more rapid hypermovements, Hyperchains, and High Decimal AR that already gives its on 10% SR/pp bonus.

So yea, i wouldn't think that we will see any change soon.
Actually, from what I heard skimming through the most recent coffee hour, they plan to rework the system some with help of the community members, so hopefully by the time lazer has a full release, we'll have a new pp system ready to go.
-KevinChan-

Zak wrote:

Actually, from what I heard skimming through the most recent coffee hour, they plan to rework the system some with help of the community members, so hopefully by the time lazer has a full release, we'll have a new pp system ready to go.
Ohh ok, maybe i skipped over that, since I got my information from the coffee hour aswell.
I thought it was more of an invitation for working toghther with certain community Members for a new PP System
Didn't actually hear that they said that they are already in the "beginning stages" of setting things up with community Members
Amlink
remove pp ranking from ctb game mode and make it a good place to be again
Zak

Amlink wrote:

remove pp ranking from ctb game mode and make it a good place to be again
Wow such a constructive comment you've saved us all by yourself
show more
Please sign in to reply.

New reply