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Performance Points feedback and suggestions (Taiko)

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EBAWER123
@Nash Just by default even if we do not consider reading problems with HR/HD, ie HD ultra slow SV and HR ultra fast SV, HR requires more acc, that's all.

Converted maps which actually require skill:

https://osu.ppy.sh/p/beatmap?b=199304&m=1
https://osu.ppy.sh/s/55560 both diffs
https://osu.ppy.sh/b/95382?m=1

etc...
Nashmun
Thank you for assuming I'm stupid. I know how to recognize a hard converted, but it's hard/too risky to let an algorithm make the difference.
WemadeFOX-solo

OnosakiHito wrote:

Flashlight
Should be disabled or give no points. Too often there was a problem with this mod.
Most people do not play it and it has been often abused (HD+FL+HR). That's my opinion.
This, flashlight may be an challenge to the player but shouldn't influence in the ladder at all, people are just abusing of it to raise pp.
DakeDekaane
imo, most of converted stuff is "hard" just because the high SV, OD and maybe the HP, many of them a're basically d d k d d.d k d d d k ... or a d k d k spam.
I haven't played converted stuff for a while, so I may be wrong, but I do agree specific difficulties should have more weight.
Luna

OnosakiHito wrote:

Currently the ranking is better than before I would say. It seems that taiko specific difficulties give a higher amount of pp than converted osu-taiko maps, which is good.
Wat.
Are we looking at the same stuff?

Let's play a guessing game, okay? Guess whose top performance list this is:



solution
It's Orukaa, aka the best player out there. The guy who DT'd Freedom Dive. But clearly these [Normal]s and [Easy]s are his real achievements =P
Nashmun
He didn't play since the update, his scores are not updated yet I guess.
OnosakiHito
Comment to Loctav
  1. SV is also an elementary factor here, especially when playing with mods. The scrollbar is after all the playfield.
  2. Well, you showed now some patterns which might be hard/easy, but the question is rather which play-style do we considere. Is it ooxx or xoox ? This is important to be able to determinate what patterns are hard/easy. So if you ask me, the authentic style (xoox) should be considered in the calculation, since this is after all a game based by a drum which is played in this way. So are oxxoxxo really hard patterns since the alternate way of them is really complicated.
Considering the alternate-play way, I say the controversy about some patterns you mentioned before:
oox / xoo > oxo / xox

oxxoxxo -> really hard pattern for alternate
oooxxxo -> ^

ooo ooo o ooo o ooo -> easier since you have rest moments (the gaps)
oooooooooooooooo -> harder, have to play frequently with constant timing

Loctav wrote:

https://osu.ppy.sh/b/169371 the monotony of this patterns makes your hand complain. I assure you.
So again, for someone who doesn't alternate, this pattern can become hard. Those who do, they feel totally okay with it. Monotonically streams are a bigger problem since you have to keep the hit frequency and can't swap to another finger. I'm an "alternater" and I never had a problem with these patterns. Neither do others of my "kind".

I hope I wasn't too short with my explanations. I want to keep it as short as possible.
  1. As I stated above, I think FL is not really needed here.

Comment to Luna

Luna wrote:

1) SV - Extremely high/low SV is hard to read, but should probably only give a small bonus since DSing is a thing and not provable =/
If FL is disabled or gives no points, this problem will no longer be existent.

To point 3.) You are mostly right. Just let me mention that it is easier to play patterns which have more main notes than semi notes?
Easier: kdddkddk
Harder: dkkkdkkkd

Everything else I would personally agree to. The more irregular a pattern becomes, the harder it is to play.
EBAWER123

Nashmun wrote:

Thank you for assuming I'm stupid. I know how to recognize a hard converted, but it's hard/too risky to let an algorithm make the difference.
I wrote in my post that the algorithm should take into account clusters of high density notes, like in forgotten: 250 1/8 streams, if it thinks that's an easy stream than that algorithm...
Nashmun

EBAWER123 wrote:

Nashmun wrote:

Thank you for assuming I'm stupid. I know how to recognize a hard converted, but it's hard/too risky to let an algorithm make the difference.
I wrote in my post that the algorithm should take into account clusters of high density notes, like in forgotten: 250 1/8 streams, if it thinks that's an easy stream than that algorithm...
The problem isn't considering a hard converted hard, but an easy-mid converted not hard. Because the settings will obviously gives EVERY converted map a boost, plus they generally have high density so once again boost. What's the big deal with disabling it ? Because chipscape would not count anymore ? That's really a big deal...

EDIT : Moreover the maps your are linking now are just stupid maps full of spam, so it's even better not including them in the ranking anyway
EBAWER123

Nashmun wrote:

Because the settings will obviously gives EVERY converted map a boost, plus they generally have high density so once again boost.

EDIT : Moreover the maps your are linking now are just stupid maps full of spam, so it's even better not including them in the ranking anyway
First of all converts have less notes than taiko-specific map on the same song, for example Wind God Girl has 2367/1424 notes, etc... And assuming we take a map without a taiko diff and make an Oni there, well, 99% chance it will have more?

Maps I linked are not stupid - they require skill to play, what you just said is that it's better not to include hard maps in the ranking?
Nashmun
Think what you want but fact is, if you include converted maps the ranking will be biaised.

And if you think that the converted maps you linked are well made, there is no point to argue anymore...
Quichey
I do believe a good point was brought up:
the way people play Taiko.

In Taiko and osu!mania, the style of the game is heavily dictated by tapping the keyboard in an entirely different fashion from the regular and Catch the Beat modes. Some rhythmical patterns may become harder if a certain playstyle is adopted.

For example, take oxoxoxoxoxox...
There are two main ways you could do this: you could alternate your hands (default czczczcz...) or you could alternate your fingers (default cvcvcvcv...).

Although it's probably very minor, the stamina of hitting these notes over a long duration may become very difficult.
I should probably flesh this out more, but I lack the patience to test each rhythm over many methods, especially since I have adopted a playstyle, and bias is always present in that case.

I definitely believe that this should be incorporated into the pp in some way. Perhaps we can put an option on how we perform certain patterns into a pp calibrator? Just ideas.




As for flashlight, I think it should be worth some pp at the very least, as it takes quite a bit to memorize something. Definitely not as much as other mods!
EBAWER123
Dodging the answer is not a very good way to have a fruitful discussion, don't you think? Just because you do not wish to accept those are very hard maps and you think that they are not supposed to be played in taiko does not make them any easier. The whole ranking is about becoming better, not hiding in the corner and playing only in your comfort zone. Playing higher BPM, increasing your stamina, your reading skills, trying new mods, increasing your accuracy; striving to be better - isn't this the whole point of having a higher rank than someone else? Of course it's easy to say that this map is too fast and it's a convert to boot but we have to acknowledge that pm___ passed forgotten with nomods and it took skill not just random spamming of buttons =) And that Orukaa has 98% on another diff, if it was just stupid spam people would not play it.
karterfreak
I'm in agreement with not including converted maps or weighing them FAR less than taiko specific maps.

There is a fairly large pool of taiko maps now, and considering how 95% of converts end up being completely garbage in taiko due to high SV / 1/8 spam / boring patterns, there's no real reason to include them in the ranking metric anymore.

As for flashlight, I'm still of the opinion that it should be considered a mod that doesn't give any multiplier and is more for showing off... and yes, I think this solely because of previously rampant issues regarding Dual Screening and people using it to boost with these methods.

As for patterning and whatnot, don't consider ddkk / kkdd playstyles into how hard a pattern is. Most of the patterns that are harder for kddk are hard for those playstyles as well (ddddddddddddd / kkkkkkkkkkkkk as examples). Considering that kddk is the default playstyle, difficulty should be considered around it, not other playstyles.

That said, most of what I would have said is already covered here by others for patterning and such.
Nashmun
I didn't say it doesn't require skill to play them, even if it's indeed mainly spamming, some score are just really impressive, and I do know those players are good. My main point was about easy-mid difficulty converted maps and you pushed the discussion on the hardest one because you think it's unfair not to include them. I personnally think it would be more unfair to make the ranking biaised because of 99% of converted maps rather than ignoring the 1% that would indeed worth being added.
Topic Starter
Tom94
Oh wow, that's some overwhelming feedback.

Let me at first clarify how the current situation is:
  1. By far not all scores, have been processed, more than half is still more or less random.
  2. Difficulty of taiko diffs is based purely on star rating.
  3. Taiko-specific maps are worth 3 times more than converted maps.
This obviously is not a very good system as it is. The star system is arguably broken and mods aren't even taking into account.


What I plan on doing:

I'll make a difficulty calculator similar to osu!tp incorporating what you are suggesting me here. I plan on using strain values, just like in tp (see the info page for a graph) to account for note density. For color changes I am not yet sure how to tackle the problem, but I'll experiment a lot with it and let you know when I have some results.


Converted vs. Taiko-specific

I plan to test including them and present you all with a list of beatmaps together with their difficulty. If it endss up working well I don't see a reason to exclude converted maps. If it won't work they won't be included (or by a small margin).


I can't give any in-depth answers yet, since I don't quite have the time to work on anything during the next 2 weeks, but more information will follow.
Thanks again for the huge amount of information!
Luna
Oh, and I'd like to add that patterns with even numbers of notes tend to be a lot harder to play than those with an odd number of notes.
Yuzeyun

Loctav wrote:

Every pattern that is a combination of xxy/xyy patterns is easier to play than patterns of a xyx/xxx combination. (whereas x is color 1 and y is color 2) (kddkddkddk is easy. ddkkddkkddkk is easy. ddk is easy. dk kd is easy. kd kd is harder. kdkdkkkd is harder. kdk is harder. dddk is harder than ddk I don't agree with the dk kd/kd kd case when we're hitting higher BPM. I have a hard time FCing Sakura Sunrise on DT due to dk kd, but if it were dk dk I'd easily do it.

Moreover, HD and HR are equal, DT increases OD massively. HD players are having more problems on lower BPMs (due to low scrolling speed), whereas HR players are having more problems with higher BPM (due to HR causing a too fast scrolling speed). DT doesnt change scrollspeed based on SV but on BPM, but it decreases the hitwindow massively. HD+HR is impossible to read. FL+HD is memorization (you wont see ANY note at all), FL+HR is also memorization, but objectively easier (since you can at least see the notes, even if its just a short while).

Basically I see it like (vision based mods. HD/HR/FL only affect vision): (HD = HR) < HD+HR < FL < FL+HR < FL+HD < FL+HD+HR
DT is an extra factor, increasing OD and BPM and therefore should be calculated into the difficulty where note density calculations happen.


HR affects OD as well. Else, well you'd see many more HRDT scores on average BPM songs (that is 110-140 bpm range no more)
HRHD is not impossible to read, it's very tough and playable at a very limited range !
FL+HD+anything is "memorization", FL+HR is also memorization (except when BPM gets abusively low) as you have a ridiculous reading timespan.
My comments are in blue, Loctav.
Nashmun
I do not agree with your comment on HDHR @Gezo, it's only readable if you play with a widescreen resolution.
Yuzeyun
"very tough" and "very limited range"
You got room for literally one note even on wide (half a note on 4:3)
capes-
So, one thing I have to say about the taiko vs. converted argument.
If this is going to be a proper difficulty rating system, it shouldn't weight certain taiko maps based on whether they are converted or not, but on how difficult they are. Put your stance of taiko vs. converted away, because we are trying to sort them as whole, not two separate things. Whether it's full of 1/8 spam like https://osu.ppy.sh/p/beatmap?b=107875&m=1 , or complex patterns like most taiko maps, it's still gotta weigh as if it's still one mode.
karterfreak
capeseverywhere, if we try to sort them as a whole like you say, then converted maps are going to end up being weighted way heavier than they should be due to bad conversions leading into 1/8 spam (Mad Machine [Champion] in taiko is a good example of this).

I'm gonna let tom do his thing and try to make it work with both, but at the same time, if he can't, I'd rather he just focused on a good metric for taiko specific maps over trying to manage something that works for both.
Mithos

capeseverywhere wrote:

So, one thing I have to say about the taiko vs. converted argument.
If this is going to be a proper difficulty rating system, it shouldn't weight certain taiko maps based on whether they are converted or not, but on how difficult they are. Put your stance of taiko vs. converted away, because we are trying to sort them as whole, not two separate things. Whether it's full of 1/8 spam like https://osu.ppy.sh/p/beatmap?b=107875&m=1 , or complex patterns like most taiko maps, it's still gotta weigh as if it's still one mode which it is.
I agree with you here.

Another point I'd like to make is regarding certain patterns being ranked as harder/easier. Let's say we have two players, both ranked around #10000. Where Player X might have problems with ddkdd at 180 BPM, Player Y might not be able to do kkdkk at the same BPM. Neither pattern is necessarily harder than the other, but obviously Player X and Player Y are scoring well on beatmaps the other can't. The players who can do both patterns however, are the ones who should be ranked higher overall.

I believe it would be fairly easy to group certain patterns together based on the logic used in the above example. These groups of patterns would be initially ranked by how tricky they are to play at certain BPMs. After this, we can use a plethora of options to see which ones within the group should be worth more. Some possible options could include popularity of certain patterns over others in the group, overall accuracy/fail~pass rate of songs that include these patterns, etc.

The groups themselves would be something like
(ddd, ddk, dkk, kkk, kkd, kdd)
(ddddd, ddddk, dddkk, ddkkk,dkkkk, kkkkk, kkkkd, kkkdd, kkddd, kdddd)
(dd dd, dd dk, dd kk, dk kk, kk kk, kk kd, kk dd, dk dd, dk kd)
and on and on.

How we would rank the groups would be up for debate.
lolcubes

Tasha wrote:

I'm in agreement with not including converted maps or weighing them FAR less than taiko specific maps.
This.

Everyone already put many reasons already, however I just think they are broken, especially a certain convert with 2 circles and sliders for the rest, where halftime actually makes you rank higher (unless you are a damn beast hitting all the rolls at that bpm). As Nashmun said, it's risky. Just because it's hard or even fun as a convert, it's not meant to be played in taiko, so it shouldn't really be counted that much.

As for the patterns, to make it more simple, during streams, whenever you see an odd number of same color notes between even number of notes (kdddkddkdddkddk etc), I'd say it's making it really difficult. Hand switching is a pain and cheesing the pattern requires high level reading skills. Been said before, but just putting it here since I feel the same way.

As for the SV changes, that's gonna be a bitch to calculate. There are times where SV increases actually reduce difficulty. You could get a certain speed X by having BPM Y and SV of Z. The problem here is everyone is different, and some people will have it easier even if it's super slow, but you will have people who will miss everything cause it's slow. All depends where people look at the screen.
In my opinion SV should be just left out from the really complex calculation and depending on bpm just add some minor difficulty (unless the multiplier is very much different or something, I think fcing HR on this map is near impossible without DS or memorization).

But then again let's see how LunaticP's thing works after some fixing/feedback, if the star rating actually works properly without us arguing here on whats harder, that could be a good difficulty estimate as a base.
Quichey
How about making rolls and spins not count in the pp system?
From what I'm gathering, the converted maps feature far more of these.
dou888
I think the main factors of determining stream difficulties are:
length+
speed+
color changes+
rhythm changes+ (1/6mixed in 1/4s etc)
big notes+
repetition-

Using linear prediction filters(-2 -1, 0, 1, 2 for big blue, blue, none, red, big red respectively) in 1/12 rhythm intervals applied over overlapping 1/2/4 bars of map then record the error as entropy and include it in the estimation for difficulty may be worth a try (similar to Linear predictive coding).
^^really I have no idea what I'm talking about, just thought it may be fun to do.
[ Arterial ]
My take on Taiko (was around 1900 before removal)

Similar to mania, I believe that mode-specific maps should be weighed a lot more than auto-converts. Auto-converts change the map into a rhythm map, with extremely awkward timings, abrupt tempo changes, and unrealistic big notes in the middle of a stream. And again, much like mania, auto-converts don't have certain patterns which you see when you get into maps that get more difficult, for example the long streams in Shinsekai (http://osu.ppy.sh/s/24634), MEPHISTO, or variations in streams like duckling (http://osu.ppy.sh/s/28893) or Intersect Thunderbolt (http://osu.ppy.sh/s/38316).

Accuracy could and should be used as a good determinant in skill, as there is no further differentiation between 良 and 可.
Will edit with time.
MMzz
Standard maps aren't made in the mindset to be challenging, worthwhile, or played in taiko, except for the handful of taikosu! maps. They are made to be played in Standard. Not to mention most standard conversions are considered unrankable because of SV and finisher usage. So they don't even fit with the criteria a taiko map should have. Essentially, they are a completely different style of play from what the community considers taiko gameplay. (as shown from the long discussion of making the taiko ranking criteria.)

So, there is no reason they should be included in the taiko ranking system.

Anyways on terms of mod scaling, DT is obviously the hardest mod. Not just because of speed, but because it adds more OD to the map as well. In my opinion HR and HD are equal. HR provides slight vision impairment from higher speeds, and a big boost in the OD. While HD provides a substantially greater vision impairment that can severely effect your accuracy, even though there is no OD boost. This is based off a theoretical player who hasn't played either mod enough to get used to the differences these mods make. We all know after a while these mods become second hand.

I can't really say anything about FL because there hasn't been a breakthrough in how to play it efficiently without having a good memory or playing the song a million times to memorize it. Something that doesn't equate to raw skill in my mind.

As far as note density goes: I would like to think a ratio of notes to song length would be accurate, but every song is different and just isn't possible without over/undermapping. So basing it off something like BPM would be more accurate, in theory.
LunaticP
Factors affect the overall difficulty of a taiko map

1. OD, higher the harder you can hit

2. HP, I don't know but I think this should be included. Since you need to get a pass to submit your score....but it does not affect too much

3. Stream, or just call this the note patten.

4. BPM, yes even if you have very simple note but in high bpm they should be difficult

Example : http://osu.ppy.sh/b/179225 280 BPM but notes patten is not that difficult

5. Timing points, or the bpm change or the SV multiplier. Can affect a lot if you fill the map with green line like grass...

Example : http://osu.ppy.sh/u/242910 Trust me the link is correct.

6. Mods, I think so many big guys have explained a lot on how mods affect the map so I am not going to explain

How to deal with all these factors?

1. OD, the number can be treated as a multiplier

2. HP , same

3. Stream, now this is the important point. Stream is the core part on how we rate a taiko map. We have to discuss a lot on which patten is more difficult than another patten. But I want to say taiko stream have unlimited combination, even if you say ddkkddk is more difficult than ddddkkd it still does not have meaning to ddddkkkkd. How if a map with endless stream like Shinsekai? So how to deal with this problem? I think the key is how player read the map. In Chinese there is a term that we " Crack the map ". Which we divide a long stream into small part and play them one by one. For example I divide a long stream by 2/3/4 method. Which I try to search for 2/3/4 patten in a long stream and crack it down. I don't know how others do but that's how I do. If we can come to a conclusion on how to crack the map, there is a easy way to crack down any stream and rate it. For example we all agree that we use 3/3/3/3/3 to crack down the map, we can just divide the long stream into 3/3/3/3/3 and rate each of the 3 and add them up. In the last few 3 I think we should also raise the difficulty a bit since it is a long stream. After all, if we need to talk about stream difficulty, we have to look from a player's eyes but not a mapper.

4. BPM affect a lot, but here is what I suggest. BPM 160 - 200, no change, from that 2 number go down and up, we add the difficulty index bit by bit. For example, BPM 160 = 1.0 , and BPM 150 will = 1.05 which is the same as BPM 210. Why? Because WHAT I THINK 160 -200 is usually a comfortable zone for player.

5. Timing points, am I don't really know how to deal with those grass, can someone think of a suggestion?

6. Mods, I think we have to find some expert in each mods to ask for opinion. What I know is Orukaa CROSS PM and ZX = DT Ishida = HR asgardv = PF Nardo = FL. I think every single mod should be included, HR DT HD FL, even the perfect mod but not sudden death which gives no meaning at all. Why perfect? Because of the super high pressure , just try once you will know.


Last, I am busy in last few weeks and I think I can come back on my rater program now. Thanks for waiting. However I need help the point 3, the stream patten.

I think the best method on how to rate ALL the stream by a program is we hard code a difficulty index to 2/3/4 patten and we "crack the damn map" with program. I am creating a google form for this please wait.....
mekadon_old

Nashmun wrote:

I do not agree with your comment on HDHR @Gezo, it's only readable if you play with a widescreen resolution.
They are still readable (4:3) just like how 16:9 is. At least for me though. HRHD is much easier to manage than pure memorization just like HDFL, but you shouldn't say FL should be nerfed, since the hugest enemy FL players usually face is accuracy than the patterns itself, (also remember there's no OD change at all, and to be honest I am always amazed at people who can HRHDFL a map with over 97% accuracy) I still find HD easier than HR, maybe it's because I'm more used to HD. I have something on DT, where as long as the BPM is over <inserts BPM here, 140 for me>, extra pp should be given. I can't stand slow maps, anything below 140BPM, and I'd rather use DT with them, even with a lesser accuracy. And as for my standpoint,

DT < HR = HD < FL
As for coverted taiko vs. taiko only maps, I'd say give converted maps way lesser weights than taiko only maps. As skills increase, you can purely hit for taiko-only maps for pp instead of ranking on converted maps, as they are way easier to get ranks with. You can even get to the Top 50 even with a C rank.

As for giving weights based on patterns, how to we judge the pattern is hard or not? Different people have different playstyles, and different people have different opinions on patterns. Like me I still think dkkdkkd and kdkkdkkd is hard but dddkkkddd and kkkdddkkk is easier...

Also no matter how long the patterns are, the complexity of it still comes down by splitting them into simpler patterns.. For example, splitting a pattern like kkdddkdddkdkkkdkkkddkkd can also be split like kk dddk dddk dkkk dkkk ddkkd, which makes managing patterns easier
seasonS

Tom94 wrote:

Converted vs. Taiko-specific

I plan to weight converted maps just as much as Taiko-specific maps and present you all with a list of beatmaps together with their respective difficulty. If it ends up working well I don't see a reason to exclude converted maps. If it won't work they won't be included (or by a small margin).
I like what Tom94 says here.
Everyone else is saying "no no no make taiko specific worth much more" But, in my opinion, converts should be worth ALMOST as much as taiko specific since some can be difficult. Not all converts are great but, they shouldn't be worth too little.
Luna
I just wanted to confirm lolcubes' statement that patterns with alternating groups of even and odd numbers of notes are generally hard to play (For patterns longer than 3 notes at least). That's the most specific start for an actual algorithm you could probably use. Add in something about repetition and it should already work pretty well.
Another thing to keep in mind is that repetition on blue ticks is usually harder; for example ddkkddkkd is super simple, while dkkddkk is a lot trickier to play (still somewhat basic, but definitely way harder)
EBAWER123
I am not really sure how you want to measure difficulty of a pattern because it's silly, there are a few basic patterns to learn but not so much:

[1] d, k
[2] dd, kk, dk, kd
[3] ddd, kkk, ddk, kkd, dkd, kdk, dkk, kdd
[4] dddd, kkkk, dddk, kkkd, ddkd, kkdk, dkdd, kdkk, dkkk, kddd, dkdk, kdkd, ddkk, kkdd, dkkd, kddk
[5] all from [4] + d/k in the end

Only 62 patterns =) mania has 30 times more to say the least, not including combination of those patterns which play a much bigger role there than in taiko.

After learning to read all those patterns there is nothing more to learn about them because all streams can be divided into clusters of 1/2/3/4/5 notes, ie:

dddkkkddkkdkdkkkkdddkkdddkkkkkdkdkdkdddkdkdkkkdkdk = ddd kkk ddkk dkd kkkk ddd kk ddd kkkkk dkdkdk ddd kdkd kkk dkdk dd D

This is basic reading skill, we divide a stream into groups of usually 2/3/4, sometimes 5 or 1 if we have a finisher or a certain amount of same colour notes or we just prefer to have in mind clusters of 5 instead of 3+2/1+4/2+2+1/etc and that's all, after learning how to play each pattern, streams without BPM changes become easy to read.

Only thing that most of people hate about streams, especially on 240+ bpm streams where it takes a little bit more skill to read the stream due to the sheer speed, is even amount of notes mixed with odd amount of notes, ie:

ddddkkkddkkkddddkkkddkkddddkkkddddddkkdddkkkkddd = dddd kkk dd kkk dddd kkk dd kk dddd kkk ddd ddd kk ddd kkkk ddd (Mixed hand change)

This stream is annoying due to changing hands but again, awarding this stream more pp than these 2 is kinda biased imho:

ddddkkkkddddkkkkddkkddkkddddkkkkddkkddkkddkkddkk = dddd kkkk dddd kkkk dd kk dd kk dddd kkkk dd kk dd kk dd kk dd kk (No hand change)
dddkkkdddkkkdddkkkdddkkkdddkkkddkddkddkdddkkkddd = ddd kkk ddd kkk ddd kkk ddd kkk ddd kkk ddk ddk ddk ddd kkk ddd (All patterns w/ hand change)

Another thing that people find hard are not streams but certain patterns at high speed:

dk kk kd dk dk dk kk kd kd dk dk dd kd dk dk kd kd dk

Even though it is difficult to some people but again there are people who don't see any difficulty with this, so I don't really see the point of getting more pp when it comes to this pattern.

Another pattern-based thing is a stream with bpm changes, like this:

1/4 stream with 1/8 clusters inside but this again can be easilly calculated in your algorithm as a stream of a certain BPM which lasts for example in this map it was from 00:32:241 (302) - 00:35:321 (358) , 224 BPM base, 57 notes, of which N amount was 1/4 and M was 1/8

I am not sure which and how you will calculate this but this stream has a difficulty based on speed not really a problem with patterns. All in all I don't really see any point in giving certain patterns more "weight" than others, just calculate a length of a certain part of the song, see if it has bpm changes or not and that's all. I think it will be more fair and unbiased, because we can argue about pattern difficulty forever but it's just our opinions whether a BPM increase is always hard.
Luna
Addressing the post above:
dddkkkddkkdkdkkkkdddkkdddkkkkkdkdkdkdddkdkdkkkdkdk = ddd kkk ddkk dkd kkkk ddd kk ddd kkkkk dkdkdk ddd kdkd kkk dkdk
You can't just say that streams are nothing more than a combination of these patterns and only marginally harder than the added value of all of them.
If you split it this way, you need to keep in mind that hand switches occurr. Assuming you start the stream on your right hand, that equates to:

dddkkkddkkdkdkkkkdddkkdddkkkkkdkdkdkdddkdkdkkkdkdk = right-hand-ddd left-hand-kkk right-hand-ddkk right-hand-dkd left-hand-kkkk left-hand-ddd right-hand-kk right-hand-ddd left-hand-kkkkk right-hand-dkdkdk right-hand-ddd left-hand-kdkd left-hand-kkk right-hand-dkdk

That's a LOT more complicated than you make it sound.

/E: Fixed the right/left assignments. I messed up on a stream with unlimited time to think about it, just goes to show how easy it is to get confused on these patterns...
LunaticP
To be honest it looks like a color blind test

anyway actually different people may divide stream in different way, hard to say who is right
EBAWER123

Luna wrote:

Addressing the post above:
dddkkkddkkdkdkkkkdddkkdddkkkkkdkdkdkdddkdkdkkkdkdk = ddd kkk ddkk dkd kkkk ddd kk ddd kkkkk dkdkdk ddd kdkd kkk dkdk
You can't just say that streams are nothing more than a combination of these patterns and only marginally harder than the added value of all of them.
If you split it this way, you need to keep in mind that hand switches occurr. Assuming you start the stream on your right hand, that equates to:


That's a LOT more complicated than you make it sound.
I play full alternate and I encourage all other players to learn full alt so you won't get any problems with hand switching. While patterns are a difficulty based on a person playing and his style, it is still not that much of a factor compared to SV(Speed of your eyes), OD(Precision of your tapping), BPM(Speed of your hands), Length of a pattern(Your stamina), Length of a song(Your stamina) and mods which increase or decrease the difficulty.
- Yuuka Niya -
Something I want to say:
① OD of course higher OD means higher pp
②mod I think DT>HR=HD>FL of course. Or you can just let FL≈0.(HR+HD) should not be more than( HR)+(HD).So is HDFL and HRFL and HDHRFL
③of course Taiko only maps far more than converted maps.From pp now I think 3 times is not enough.Maybe it should be 5 timers or more.
④The difficulty of the map itself. I think this is the most important.There are many points.
(1)BPM this BPM is the REAL BPM but not what the mapper give us. For example, the big black should be calculated as 180BPM but not 360.
(2)Change of the colors. I only have a theory of calculate the difficulty of a stream.I'm trying to translate it to English.
(3)Rhythm change. 1/6+1/4 is harder than 1/4 only of course.
(4)Note density. I think this one needn't be explained.
(5)Star rate. That's really means nothing in Taiko. So many wrong examples.

if you have any questions about what I say u can ask here or just PM me.
WemadeFOX-solo
Currently the client says i have "5825pp" and im "#3658", those numbers have the new pp or is just showing the old system?
OnosakiHito
Hm. I have to agree with EBAWER123 post. I never thought in this way. That's interesting.
Luna, he is right I think. For example: ddd kkk d is nothing else than dddkkkd. You play it in the same way. Just with the difference, having a gap between a pattern.

Example:

ddkkdkddkddd kk dkd dkd
kdkkdkkdkkdk kdk kdk
ddkkddkdkddk kdd kdk

When alternaiting, you play it in the same way. One pattern just has a gap or not, that's the difference. And I think he is right with his opinion, that there shouldn't be a value for certain patterns. That was one of our biggest problems before, but in the way he mentioned it, this problem would be solved. Especially because the BPM would define what is harder or not(E.g.: BPM 240 ddddkkkkd > BPM 150 dk kd dk kd d (?)).

@WemadeFOX-solo: See it as proto-typ. It will change later for sure.
Nashmun

OnosakiHito wrote:

Hm. I have to agree with EBAWER123 post. I never thought in this way. That's interesting.
Luna, he is right I think. For example: ddd kkk d is nothing else than dddkkkd. You play it in the same way. Just with the difference, having a gap between a pattern.

Example:

ddkkdkddkddd kk dkd dkd
kdkkdkkdkkdk kdk kdk
ddkkddkdkddk kdd kdk

When alternaiting, you play it in the same way. One pattern just has a gap or not, that's the difference. And I think he is right with his opinion, that there shouldn't be a value for certain patterns. That was one of our biggest problems before, but in the way he mentioned it, this problem would be solved. Especially because the BPM would define what is harder or not(E.g.: BPM 240 ddddkkkkd > BPM 150 dk kd dk kd d (?)).

@WemadeFOX-solo: See it as proto-typ. It will change later for sure.
Yes but no, each player has it own way of dividing them. I differentiate them in a totally different manner than you and EBAWER. But I do agree with both of you that patterns shouldn't be taken in consideration for long stream, because one pattern that seems easy for a players is hard for another and vice versa.

And that take us to another argument against converted maps, because if you don't consider patterns, then maps with ddddd/kkkkk (Most common 1/4 streams in converted) will be rated harder because it will increase density.
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