I'm glad my solution to this is ignored
Agreed.EBAWER123 wrote:
I think every person who is trying to make converts look bad is either a troll or just a plain ol' hater. If a convert has 220 BPM 1/8 stream of 30 notes it is not different from a taiko-specific map with the same stream. Do you think a taiko map just magically becomes harder or what? Or OD 8 on a convert suddenly becomes easier than an OD 5 Taiko map? The only differences are patterns, note density and SV which on some of the converts is quite fast and some converts have a higher density than a taiko map. You are just blindly repeating same things: "not meant to be played" - don't play it, "stupid map" - best excuse of a noob, "too easy" - if it's too easy than it will be counted as such and it will give less PP? Like srsly what's the problem with you guys, you are not even suggesting anything useful, you were repeating the same things for 5 pages already. Maybe we should actually discuss sonething more relevant - like what patterns are harder than others or what SV makes it easier/harder for HR and HD.
Oh god you used both the words "troll" and "hater"......EBAWER123 wrote:
I think every person who is trying to make converts look bad is either a troll or just a plain ol' hater.
We're not blindly repeating the same things, we're even giving explanations on why we have these opinions. It feels like you're not reading all of it :/EBAWER123 wrote:
You are just blindly repeating same things: "not meant to be played" - don't play it, "stupid map" - best excuse of a noob, "too easy" - if it's too easy than it will be counted as such and it will give less PP? Like srsly what's the problem with you guys, you are not even suggesting anything useful, you were repeating the same things for 5 pages already.
If players made bad scores on such maps, even if the maps are insanely hard they still would barely give pp. Take a look at tag4-maps in standard - they give pretty much nothing because nobody can play them, despite them being rated highest in difficulty by far.TimmyAkmed wrote:
The old system wasn't accurate but if the new one is, and if you see a taiko map with these kind of streams it would be obviously counted as map with an enormous difficulty and should give a lots of pp. So it would be the same for this map.
Maybe I see a problem where there is no but I think it's the main reason of why std diff should not count in the system.
I feel obligated to link this map too: https://osu.ppy.sh/b/164977&m=0 - [Allegro] diff._Gezo_ wrote:
on one side: https://osu.ppy.sh/s/44331
on the other side: https://osu.ppy.sh/p/beatmap?b=195834&m=1
play both. see differences. understand why we can't weigh fully StTC in general.
for now is noSy[K]es wrote:
Is it possible to change the way osu! converts maps for taiko mode? I know it may sound retarded in terms of streams BUT, I am just asking.
This would be a good fix but it's a bit too late as a lot of people will complain and be like "but omg all the difficulty came from the fast notes and now all the mediocre players can beat us boo hoo "LunaticP wrote:
for now is noSy[K]es wrote:
Is it possible to change the way osu! converts maps for taiko mode? I know it may sound retarded in terms of streams BUT, I am just asking.
the only solution I think will be, when a converted map is now playing with taiko mode, all notes are default set back to sv1.4
i really hate the talk about unrankable since it can easily mean either "this is too hard for me" or actual stupid things like 1/8 streams at 200 bpmTasha wrote:
Finally, as a PLAYER. I highly dislike converted maps because of the sheer amount of unrankable things you can run into. Stuff such as finishers in the middle of streams and high speed, disorienting SV changes that don't fit pacing of the music being two big culprits in converted maps that you frequently run into that aren't rankable under taiko rules / guidelines.
i really hate the talk about unrankable since it can easily mean either "this is too hard for me" or actual stupid things like 1/8 streams at 200 bpmI agree ^ That's why I don't want to see converts being pulled from ranking. They are a different kind of difficulty when playing and I like to mix it up. Sometimes challenge myself with oni and sometimes just a difficult convert
i've spent 2 years playing with hr on and now i can play with sv/od that would be considered (usually) unrankable. same goes for big note patterns like Ddd and ddKdd. i couldn't do these before so i practiced and learned how to do them. what specifically makes these things unrankable
on the other hand i've run into plenty of maps using high bpm 1/6 and 1/8 that i'll never be able to fc but others can. this goes for taiko maps and converted maps. http://osu.ppy.sh/b/157233&m=1 even though this map has really easy patterns i can't fc it because i'm too slow. i'm sure no one thinks this map shouldn't be ranked because of its speed, so why would another map not be allowed to be ranked because of a fast sv?
summary: "too hard" isn't a good reason for unrankable
I can wholeheartedly agree with you, that most of the converted maps are of horrible quality. However pp would be the wrong place to decide what should be ranked and what shouldn't. If converted maps should get improved, then - well - improve the conversion or get rid of the scoreboards. Making the ranking more inconsistent as it already is is definitely not a good idea.Tasha wrote:
My last 2 cents on the matter regarding converted maps vs taiko specific, take it for what you will.
As a mapper, I view the ranking charts as an achievement that the map has met a certain level of quality of gameplay in that game mode, and therefore players should be able to compete on that map in a ranked environment.
As already mentioned several times in this thread, maps made for standard osu! are not designed with the taiko game mode in mind, which leads to the maps not having a suitable quality to be considered rankable under taiko specific criteria... My issue with this? Why should maps that aren't even fitting under ranking criteria for the taiko game mode be included in a ranking system meant for taiko? We might as well just allow things that are currently unrankable if we're going to allow them on the charts anyways through osu!standard maps.
Another issue I take as a mapper is that all of the people on the side of converted maps being included in our new ranking system are basically saying that they care more about quantity of maps than the quality of the maps being included in the ranking system. It makes me feel like there's not even a point to us putting in effort to make our maps enjoyable with some sense of rhythm if all people want is lots of mediocre maps to compete against each other on with rankings.
Finally, as a PLAYER. I highly dislike converted maps because of the sheer amount of unrankable things you can run into. Stuff such as finishers in the middle of streams and high speed, disorienting SV changes that don't fit pacing of the music being two big culprits in converted maps that you frequently run into that aren't rankable under taiko rules / guidelines. I would probably just consider the new system to be as bad as the ppv1 system if it considered converted maps equally to taiko specific maps.
I have a prototype running locally and will post results with various settings as soon as they're ready. Those steps are there exactly to ensure, that converted maps will _not_ be overrated.Nashmun wrote:
What we are afraid of is that those badly converted maps will actually weight more than how difficult they really are, because of settings, usually with high density but easier than a taiko specific with less density, etc...
By the way, did you have time to work on an improved algorithm ? Or do you have an estimation about the time needed for it to be finalized ?
Ehh...AnFace wrote:
i'm curious about how well it'll work for the really good players that don't have great scores
Players will still have to get great scores. The metric is called "performance points", not "potential points".AnFace wrote:
i'm curious about how well it'll work for the really good players that don't have great scores/don't play often or whatever
actually i'd like to know how the currentbrokentemporary system is but we're not allowed to see sadface
ideally hell yeaNoYzE wrote:
Ehh...AnFace wrote:
i'm curious about how well it'll work for the really good players that don't have great scores
I guess the new pp system should scan the players' brain for skill that he didn't put into a high score?
You are still thinking inside the box, namely that of the old system.Sy[K]es wrote:
I have got a question.
If x had 10K PP
and y had 3KPP
Let us assume that y got better score than x on the score board, does that affect the PP or just the rank position or none?
most of the maps listed i've never played because of wtfbpm and me being slowface so i'd like to know thisNashmun wrote:
Hey, could you include those maps into the difficulty rating ? They have lower bpm but they are actually pretty hard compared to regular 220+ maps, so it would give us a good indication on how you balanced technical vs speed
THIS MAP.Nashmun wrote:
https://osu.ppy.sh/b/204931