how about we just remove osu in general hmmmmmMMM
remove pp not the game remove ppSeph wrote:
how about we just remove osu in general hmmmmmMMM
neither do the new thousands of people who will never get to know the true game without this farming meta back when i could proudly tell people i played osu now its a joke and anyone i mention it to finds out about how rank works and finds out about how the community is compared to what he or she has heard before and they drop it immedaitly its very selfish for so many users to care so much about something that only has poisned and ruined what i believe ctb was and could still be what a shame that so many people would rather have a number than a chance to save the game and restore it to the second home so many of us spent our time inAxiaan wrote:
My image was just a joke about Amlink
I don't support his idea about pp
????????? lmaoGln_Markus wrote:
We don't really need a new system tho just add 5-10 lines to the current one once it's added here: https://github.com/ppy/osu/blob/master/osu.Game.Rulesets.Catch/CatchDifficultyCalculator.cs
if you can do it you should talk to peppyGln_Markus wrote:
they added the std difficulty calculator here: https://github.com/ppy/osu/blob/master/osu.Game.Rulesets.Osu/OsuDifficulty/OsuDifficultyCalculator.cs
So I'm pretty sure they'll add the one for ctb on the other link I sent before once they're finished.
by should i mean shouldn't (why can't i edit my post?)PakaChan wrote:
These 2 patterns should have the same length bonus
Asriel wrote:
+ decrease accuracy bonus (It's different with sorcerer)
if this system will keep that the most important thing is combo, accuracy's worth must be decreased
Skyleia wrote:
idk make it somehow so basically a jump which is not quite a hyperdash but is very far away is considered as more difficult than hyperdashes?
idk now it looks like it's something like this:
right now pp system is (most likely) based purely on distance, so a map focused only on pixel jumps is completely underrated
make it something like this instead:
so that a furthest pixel jump is rated as much as cross-screen jump, that is not the solution but will most likely help with many converts
also ignoring pp is of course an option, but it definitely wouldn't hurt if it was a little better
Sinnoh wrote:
I feel like the AR bonus could also be applied to non-hd, since EZ is still way under rated,
EZ is going to remain tragically under rated until we can start making SR changes. A slight buff to the low AR Bonus isn't unreasonable and I'll update the spreadsheets to include one. The effect will be minimal though and we do need to consider not over rewarding lower diffs such as Cups or equivalent where the AR has less of an impact on difficulty.Ttobas wrote:
Buff EZ, adularescence is 860pp DT and only 643pp EZDT, that is big for only an AR difference,
while it's true that CS makes some paterns easier, in overhall it's way more of a nerf due to hyper dashs not being spawned.
EZ not giving the right pp is more important than what you can think. What makes EZ hard (and low pp) is the same as what gives a lot of convert maps difficulty (and still low pp). So changing how the star diff is handled w/ EZ would benefit convert plays.
Absolutely, the buff to low AR HD is mostly a side effect of nerfing high AR HD. Which is absolutely fine, a buff to low AR HD isn't unwarranted but its impact will be very minimalTtobas wrote:
HD buff for low ar is a good idea but it's useless, there is no low AR map that would give enough pp to make a significant increase.
I took some time to play about with the FL buff but I can't reach numbers I'm happy with. Ideally the bonus would be a curve reducing at higher AR where memorisation is the primary factor but I cannot get the numbers to bend to my will. Scaling the bonus further to account for short maps (sub 200 combo) should be simple enough. If anyone can help out here that would be really appreciatedTtobas wrote:
Change flashlight pp to represent difficulty please, on AR lower than 6, flashlight shouldn't give anything noticable, especially on short map, and FL buff should increase as the AR increase (the faster the fruits scrolls, the more memory is needed), and increase as the star rating increase (because star rating should give an approximation of how "jumpy" the map is, even if it's not that good).
There's no need to really, the penalty for misses and not achieving max combo will decimate pp values on a non-fc play, the acc penalty at that point is tiny in comparisonTtobas wrote:
But, maybe you could increase accuracy importance when the score is an FC, or just account the number of droplet miss (and not miss, that already nerf you) when you calculate the accuracy importance of the score.
Absolutely, I did initially look at adjusting the length bonus but was unsure if it was the right thing to do but I hadn't really thought about the point you raised.PakaChan wrote:
i think the way length is calculated needs a small revision, you don't actually move for every object in ctb. It makes streamy maps overrated.
FL gets a little broken because of this since it's jumpy maps that are the hard ones and streamy ones easier.
These 2 patterns shouldn't* have the same length bonus
Despite the variation of droplets from the slider path (which makes me very sad), they're still the same for everyone and still require skill to catch. They require more precise and accurate movements across sliders and better control of the catcher's momentum when you hyper into them. I absolutely believe catching droplets takes an amount of skill and that skill should be rewardedF D Flourite wrote:
Agree with Asriel on the Acc penalty part (which is opposite to Sorcerer's proposal) that it should be decreased. Because droplets are generated by random functions that slightly deviate the actual position of droplet from the slider position. They're not completely following the music anyways. So adding penalty for such a random algorithm doesn't seem to make sense for me.
This is quite interesting, atleast as a band-aid proposal to lessen the effects of the very inaccurate difficulty calculator we currently have. This does however go against the nature of SR a bit, where a higher SR map awards more pp under the assumption it's harder to fc. But currently the vast majority of high SR maps, about 8+, get their SR from hilariously over rated patterns which are usually high BPM streams, most others are using 2B elements which straight up breaks SR. This is definitely worth exploring some morebastoo0 wrote:
So I just did a short simple program to test an idea I had, by just editing the final pp value with a logarithm.
The aim of this is to reduce the insane amount of difference between really over-valued beatmaps (such as Uta or Envision) and beatmaps that worth less PP.
Star rating calculation changes aren't too feasible right now and are more complicated than pp calculation changes so for now I'm working with what I can. Saying that, current SR calculation does infact rate edge dashes quite strong, it's just it only does so for extreme edge dashes. Try it out in the editor using dashes right on the border of being a hyperdash, there'll be a noticeable increase in SR. It looks like the difficulty calculator is too strict with what it considers an edge dash but there could well be a reason for doing soChickenChanS wrote:
Personally, I think a star rating calculation change than a pp calculation change would be better considering how much it's tied to pp - especially for maps that use a minimal amount of hyperdashing (or none at all), but use jumps that come just short like https://osu.ppy.sh/b/1486886&m=2 which ends up having a star rating that makes you massively underestimate its actual difficulty.
Ascendance wrote:
it's not done in any other mode, and it shouldn't be done for catch the beat. whether it's a specific or a convert, you're still playing catch the beat, so there's no point in splitting it into two different leaderboards. it would be like splitting mania into 4k only and 7k only leaderboards. yeah, 7k gives more pp than 4k, but you're playing mania either way.
Nelly wrote:
One problem. How can osu! team notice your proposal on forums if it's required to be posted on osu!dev Discord server?
Spinning definitely should give pp indeed, it's really sad that there are just a handful of people aiming to get a good spin and actually retry the map to improve their spin.DakkyChan wrote:
There are some good points but you also forgot about some more. Especially with Spinners (pp should be also add like in ppv1 what rank you get in a map that would also makes spinning again famous because spinner is currently so underrated .And also some different mods especially easy and flashlight. What I personally understand about your points is just an improvement of the current system what is ok but it wont change that much . In my opinion the whole pp system needs a big rework of the current system because there wasnt any change since years and I can give you 2 examples why no changes kills a game (starcraft 2 and Pubg pc version because there was not really big changes.) in the past especially 2013-2014 there were a lot of changes and it really gave that game I would say the golden time cuz of these often changes .