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Performance Points feedback and suggestions (Taiko)

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- Yuuka Niya -

OnosakiHito wrote:

Hm. Some of you used the term "unfair" in the last hours due to differences between players and their gameplay.
But if you ask me, the main gameplay is already(or if not, can be) determinated:

Keyboard: kddk
→ As I said before, Taiko is a drum game. And kddk is the authentic gameplay for this game. Not because TNT does so. Rather because the drum is designed in this way - the rim and the centre.

Screen: Widescreen
→ Some of you might disagree with me, but I say that the Widescreen is the main-option here. At this point I might be old-fashioned, but TNT is using this option even with a higher scroll range. In general, HR becomes easier readable and the mod HD+HR is up to a certian extend possible with WS*. Yes, the impact from HD 4:3 to WS is bigger than the one from HR, since the range you have to "memories" in HD becomes bigger while in HR you have more time to see the upcoming notes. But HD-Players can compensate this better than HR player from WS to 4:3.
Additional to this, I want to add what XK2238 said before: Those who can't play HR+HD on 4:3 can change to WS to be able to play it. Reasons like "they are not used to it" or something like that is rather up to the person and shouldn't be taken into account in such discussion.

FL+HD
If some of you really want to keep this mod, a possible solution would be to count HD+FL as HD play. I still say that this mod is too dangerous, but those of you who really like to play it can still do so and be marked as FL+HD player in the ranking. Just with the difference that your HD+FL points = HD points.


That's my opinion again. I see it from a technical way - what is the most beneficial one. Not what a single user wants to see, since this can lead easy to unfair decisions I think.


* Widescreen
Can't agree this more.If HD+FL=HD,how about HDHRFL and HDHR? maybe all of them can be same as HR?
Yuzeyun

- Yuuka Niya - wrote:

Can't agree this more.If HD+FL=HD,how about HDHRFL and HDHR? maybe all of them can be same as HR?
Ono was referring to the Doron mode for HDFL = HD. HRHD also works as Doron, so does HRHDFL.
Jikson[m9]
I am recently still reading the first page but I really want to put down this.

When it comes to pattern difficulty, it is sometimes subjective to your playing style i.e. full alternative, partial alternative, colour oriented, 4-finger or 2-finger, etc. Therefore it is difficult to tell what is a hard map if we don't decide which playing style we are encouraging first.


Example1: dk kd dk kd dk kd vs dk dk dk dk dk dk, the former is easier for a 4-finger player, while the latter is a much more easier one if you are a 2-finger player as you dont have to move your fingers frequently

Example2: A very high speed with less complicated patterns is easier than a lower speed but more complicated map for full alternative hands player, vice versa for colour oriented hand players. So which is more difficult?
OnosakiHito
Jikson[m9]

OnosakiHito wrote:

^ http://osu.ppy.sh/forum/p/2834015
If you are meaning the "authentic" thing, I would like to clarify that all of the stated playing styles by me are capable with your model, they are all possible play styles with the orientation kddk
lolcubes

OnosakiHito wrote:

→ As I said before, Taiko is a drum game. And kddk is the authentic gameplay for this game. Not because TNT does so. Rather because the drum is designed in this way - the rim and the centre.
While this is true, it's a moot point since the default (and should I say main?) input type for a computer is a keyboard (and a mouse), and not a drum. While our taiko is based off TnT, it's not TnT.

For the purpose of discussion, we could say that we should be focusing on the default key setup to play with, and that is zxcv in a kddk setup though. That's a more valid argument in my opinion.

osu!standard has nothing in the difficulty formula in the patterns being played by different playstyles (mouse only, tablet + kb, lmb/x, etc), so I'd suggest to keep our taiko that way as well, meaning, it matters little if a pattern is easier or harder on a certain key setup.
OnosakiHito
Or that.
verto
I'm not really that experienced in taiko, so I'll just speak from my perspective, instead of trying to lay down some hard facts.

I read that you guys think HD<HR, but I think the better you get, the easier HD will become, because you sort of memorise the patterns with muscle memory, so you don't need to "think" about it (or at least that's what I noticed). I only recently started playing HD, but I still find HR easier than HD on a map like this https://osu.ppy.sh/s/45672 , even though I play on 1366x768.

Also I'm a ddkk player, though after seeing what kddk players consider hard, I found that it's similar to what I find hard. Like I think ddkkddkk-- patterns are a breeze, while triplets (especially kat triplets) in a stream is really hard or annoying.
- Yuuka Niya -

lolcubes wrote:

OnosakiHito wrote:

→ As I said before, Taiko is a drum game. And kddk is the authentic gameplay for this game. Not because TNT does so. Rather because the drum is designed in this way - the rim and the centre.
While this is true, it's a moot point since the default (and should I say main?) input type for a computer is a keyboard (and a mouse), and not a drum. While our taiko is based off TnT, it's not TnT.

For the purpose of discussion, we could say that we should be focusing on the default key setup to play with, and that is zxcv in a kddk setup though. That's a more valid argument in my opinion.

osu!standard has nothing in the difficulty formula in the patterns being played by different playstyles (mouse only, tablet + kb, lmb/x, etc), so I'd suggest to keep our taiko that way as well, meaning, it matters little if a pattern is easier or harder on a certain key setup.
oh..though I'm kddk ,there are really many ddkk players. So some discussion above means nothing I think.

And to Ono: if HDHR and HDFL really become Doron mode, it will be a great help to taiko world of course.
Quichey
Does a certain playstyle confer advantages to playing the game? This is the question we're asking.

I said before that we could do a calibration type measurement before measuring any sort of pp, but I realize now that won't work for this reason. How can we compare the metric between two different playstyles?

We should purely focus on the technical aspects of the game, not the mechanical.
Jikson[m9]

OnosakiHito wrote:

Or that.
Naah, the key setups of the playstyles that I've stated are the same, man
XK2238
Or at least make FL give 1.06x only (meaning FL + HD/HR = DT, FL + HDHR/DT = HDT/DTHR)... Please, people won't even bother trying to HDFL if it's only going to be exactly the same as HD >.> same applies with +HR.
Think of it as a middle road.
darkmiz
i agree that HD+HR is impossible to read, every note looks like 3~4 note cluster.
OnosakiHito

_verto_ wrote:

SPOILER
I'm not really that experienced in taiko, so I'll just speak from my perspective, instead of trying to lay down some hard facts.

I read that you guys think HD<HR, but I think the better you get, the easier HD will become, because you sort of memorise the patterns with muscle memory, so you don't need to "think" about it (or at least that's what I noticed). I only recently started playing HD, but I still find HR easier than HD on a map like this https://osu.ppy.sh/s/45672 , even though I play on 1366x768.

Also I'm a ddkk player, though after seeing what kddk players consider hard, I found that it's similar to what I find hard. Like I think ddkkddkk-- patterns are a breeze, while triplets (especially kat triplets) in a stream is really hard or annoying.
- Most people said so far HD=HR, so it's cool.
- Both play styles have similarity, but kddk should be considered due to previous said reasons.

Quiesce wrote:

We should purely focus on the technical aspects of the game, not the mechanical.
Without the mechanical way it is hard to consider what is hard/easy. How else do you want to estimate patterns? By looking at them?

XK2238 wrote:

SPOILER
Or at least make FL give 1.06x only (meaning FL + HD/HR = DT, FL + HDHR/DT = HDT/DTHR)... Please, people won't even bother trying to HDFL if it's only going to be exactly the same as HD >.> same applies with +HR.
Think of it as a middle road.
Well, then we do not need the mod if people think in this way. Sounds hard, but I see no point in supporting a "dangerous mod" because people want to gain just points and ranks with it.

darkmiz wrote:

i agree that HD+HR is impossible to read, every note looks like 3~4 note cluster.
We talked about this before. It is possible up to a certain extend. Please read the previous pages.
- Yuuka Niya -

XK2238 wrote:

Or at least make FL give 1.06x only (meaning FL + HD/HR = DT, FL + HDHR/DT = HDT/DTHR)... Please, people won't even bother trying to HDFL if it's only going to be exactly the same as HD >.> same applies with +HR.
Think of it as a middle road.
I'm sorry but I can't agree with u.
If FL =1.06x then both in pp and in score HDHRFL is more than DT only , that can't be accepted I think.
Yuzeyun
You guys should drop FL, honestly whatever happens there's nothing you can do to counter the multiscreen players without penalizing true memory players.
XK2238

_Gezo_ wrote:

You guys should drop FL, honestly whatever happens there's nothing you can do to counter the multiscreen players without penalizing true memory players.
the sad truth has been spoken...
- Yuuka Niya -

_Gezo_ wrote:

You guys should drop FL, honestly whatever happens there's nothing you can do to counter the multiscreen players without penalizing true memory players.
In fact you have to agree that multiscreen players is far more than true memory players when HDFL or HDHRFL.
OnosakiHito
Let's keep the FL topic aside for now.
If you still have anything to say about this topic, read the whole thread again to ensure you do not repeat someone else again, starting from here:
p/2829947
Loctav
Please keep the topic on track. We do not discuss how "stupid FL is" here, too. Please try to contribute to the ppv2 development only.
Thank you
Jikson[m9]
I would like to avoid the situation that " I could perform more pp in this map, but those performances are of less score than my best score with lower pp, so I couldnt improve my pp by this map"
TimmyAkmed

Quiesce wrote:

Does a certain playstyle confer advantages to playing the game? This is the question we're asking.
In my opinion yes, if you are using the kddk set-up and playing full alt you can play very easily every 1/2 on 300bpm maps and if the map don't have lots of 1/4 it's very simple. But if you singletap everything it'll become way harder/ impossible.

Since this playstyle is the most "optimal" the difficulty should be calculated with the playstyle that makes the game easier imo.
AnFace

TimmyAkmed wrote:

Quiesce wrote:

Does a certain playstyle confer advantages to playing the game? This is the question we're asking.
In my opinion yes, if you are using the kddk set-up and playing full alt you can play very easily every 1/2 on 300bpm maps and if the map don't have lots of 1/4 it's very simple. But if you singletap everything it'll become way harder/ impossible.

Since this playstyle is the most "optimal" the difficulty should be calculated with the playstyle that makes the game easier imo.
i'd say full alt players usually have lower accuracy but orukaa would strike me down


i'm late to the party but i think rankings would be boring without converted maps since tvsize hr SSx3000
i've generally been avoiding ranked taiko maps for the last couple months because 95% of them just aren't fun

i could understand converted being worth less pp than taiko due to ranking guidelines and things but you can't ignore the fact that some converted maps take just as much if not more skill* to play
*there is no clear definition of skill, i personally see it as acc + reading/playing patterns (especially high speed)

these 2 maps took hours worth of tries and i consider them to be some of my best scores
https://osu.ppy.sh/p/beatmap?b=272454&m=1
https://osu.ppy.sh/p/beatmap?b=127846&m=1

or take this map, 1 try SS that i wouldn't even blink at if there weren't so few others
https://osu.ppy.sh/b/287463
this should not be worth more than the above maps just because it's specifically for taiko
lolcubes
That's because most of the ranked maps are OD5. Longer maps with OD6 and OD7 aren't really that easy to SS. :p

Oh look my map is up there. But that's actually not that easy to SS with HR ;_;
AnFace
maybe unpopular opinion but i feel like if SS is possible then OD is too low kevin doesn't count or map is too easy. od5 is always too low, od6 is fine if it's a hard map. od7+ for easier maps

these 2 are things i'd like to see more of for taiko maps
https://osu.ppy.sh/b/284037 hard
https://osu.ppy.sh/b/72460 od8
lolcubes
There is nothing wrong in map being "too easy", though. I do agree it shouldn't be valued as much obviously.

Let's see how this rating thing comes up. A proper map difficulty algorithm can really help out here.
AnFace
too easy is bad if it's also boring
doesn't have to be both!

i am super curious about how maps are valued right now and what they'll be like later. SS is way too good right now and i feel like #1 was too good before. if you have a really good score on a map and someone gets a better one, old score is still good even if it's not the best

i'd also like to see global rankings to see how wrong things are right now
-crn- rank 76???????????
lolcubes
Well, currently, the system isn't really good, but that's why this thread is here. :p

I'm #481 which makes no sense, since after I changed my playstyle I can't even FC your generic Onis haha.
WemadeFOX-solo
i was #2k2, then after doing some insanes/hards on converted maps, i started climbing back to >6k and now >10k, pretty sure this is not working as intended and this is not the finally state of pp
LunaticP
actually it is not working yet, and this is the reason we are talking here
RaneFire
Collapsed because incorrect
So I read the whole thread... and this patterns stuff seems to be going back and forth.

I should probably mention how bad I am first, so take my post as a long-winded opinion. Shoot me down if you must, but I'm interested in taiko nonetheless..

The ranking system needs to rank all players. I'm practically a newbie, despite playing occasionally in the past, only playing muzu's and trying to delve into oni's occasionally, but it's hard. The reason I can't play those oni's is because of the non-repetitive patterns which are very randomised long streams or randomised short patterns with gaps. (Random = non-repetitive) These are just too hard... But when a pattern repeats, no matter where, even in a long stream or with a gap, it is very easy to read and play, even with hand changes. It just needs to repeat only once, and reading is far easier.

Ebawer's example of how you break up reading patterns is correct... I'm noob and already do it. I think other people's examples of longer patterns involving hand changes is subjectively wrong, although their examples are correct. However this is not due to hand-changes, but due to reading complexity, determining when the pattern changes, requiring a hand-switch. You don't read 12 notes at once, you read them in pieces.

Instead of determining which patterns are easier, we should give all patterns a static difficulty based only on their length, up to 5 or 6 notes (including streams)... and rather than rank their difficulty, instead create an algorithm for identifying these patterns (and lengths) and only weight the randomness of the patterns used, i.e. repetition vs non-repetition. You could get more into the specifics of breaking-up the easy ddddkkkk patterns or dkdkdkdkdk, but that's not hard to do.

I think including 62 patterns into some difficulty hierarchy algorithm is going to be far too much work to balance correctly between play styles. The randomness between these patterns is the only thing you can work with. Pattern groups with a random/non-repetitive nature that go on for longer would be worth more "complexity" score. It should also carefully consider odd and even pattern groups though, like having 1 pattern repeated in between a different pattern every time.

This would also solve your auto-convert problem... I think, because they're objectively broken. The hard ones would stay hard, and the easy ones with 1/8 spam would be worth nothing. Ignore rolls and spinners too from calculation... I don't think those have anything to do with skill... just mashing speed.

I'm wearing my bulls-eye T-shirt today.
LunaticP
SPOILER

RaneFire wrote:

So I read the whole thread... and this patterns stuff seems to be going back and forth.

I should probably mention how bad I am first, so take my post as a long-winded opinion. Shoot me down if you must, but I'm interested in taiko nonetheless..

The ranking system needs to rank all players. I'm practically a newbie, despite playing occasionally in the past, only playing muzu's and trying to delve into oni's occasionally, but it's hard. The reason I can't play those oni's is because of the non-repetitive patterns which are very randomised long streams or randomised short patterns with gaps. (Random = non-repetitive) These are just too hard... But when a pattern repeats, no matter where, even in a long stream or with a gap, it is very easy to read and play, even with hand changes. It just needs to repeat only once, and reading is far easier.

Ebawer's example of how you break up reading patterns is correct... I'm noob and already do it. I think other people's examples of longer patterns involving hand changes is subjectively wrong, although their examples are correct. However this is not due to hand-changes, but due to reading complexity, determining when the pattern changes, requiring a hand-switch. You don't read 12 notes at once, you read them in pieces.

Instead of determining which patterns are easier, we should give all patterns a static difficulty based only on their length, up to 5 or 6 notes (including streams)... and rather than rank their difficulty, instead create an algorithm for identifying these patterns (and lengths) and only weight the randomness of the patterns used, i.e. repetition vs non-repetition. You could get more into the specifics of breaking-up the easy ddddkkkk patterns or dkdkdkdkdk, but that's not hard to do.

I think including 62 patterns into some difficulty hierarchy algorithm is going to be far too much work to balance correctly between play styles. The randomness between these patterns is the only thing you can work with. Pattern groups with a random/non-repetitive nature that go on for longer would be worth more "complexity" score. It should also carefully consider odd and even pattern groups though, like having 1 pattern repeated in between a different pattern every time.

This would also solve your auto-convert problem... I think, because they're objectively broken. The hard ones would stay hard, and the easy ones with 1/8 spam would be worth nothing. Ignore rolls and spinners too from calculation... I don't think those have anything to do with skill... just mashing speed.

I'm wearing my bulls-eye T-shirt today.

Totally disagree sorry.

First don't call a patten random, no patten is random only if you map in random mood and make it shit. Every patten have its meaning and effect in the map. If the map continue to repeat a patten it looks shit already. And I assume mapper talking in here are not mapping shit.
If you really think a patten is random you should play more and you will not think in that way.

Second in a player's angle, I actually don't know how many times the patten(e.g ddk) have appeared. I play when I see the patten, no matter if that patten appear before. The most extreme case is this.

And on your logic, you think that the program should only check how many times a patten appeared? Then the example map given is really easy right? Please explain on your point on this.
Luna

RaneFire wrote:

I think other people's examples of longer patterns involving hand changes is subjectively wrong, although their examples are correct. However this is not due to hand-changes, but due to reading complexity, determining when the pattern changes, requiring a hand-switch. You don't read 12 notes at once, you read them in pieces.
Nope, this is not true.
Patterns that don't require leading hand switches are automatically more regular and repetitive. And I don't read streams as a single unit either, I do break them up into parts (albeit using a different "algorithm" than EBAWER); when playing long Firce-style deathstreams I hardly ever miss because I misread, I miss because I mechanically mess up a leading hand switch.
I'd also like to repeat that I don't think every stream with hand switches is extremely hard; I already mentioned before that something like kddkddkddkddkddkddkddkddk is simple due to repetition. It's the irregularity of pattern / hand switches that makes a stream truly hard.
RaneFire
LunaticP

LunaticP wrote:

Totally disagree sorry.

First don't call a patten random, no patten is random only if you map in random mood and make it shit. Every patten have its meaning and effect in the map. If the map continue to repeat a patten it looks shit already. And I assume mapper talking in here are not mapping shit.
If you really think a patten is random you should play more and you will not think in that way.

Second in a player's angle, I actually don't know how many times the patten(e.g ddk) have appeared. I play when I see the patten, no matter if that patten appear before. The most extreme case is this.

And on your logic, you think that the program should only check how many times a patten appeared? Then the example map given is really easy right? Please explain on your point on this.
Thanks. I guess I do need to play more taiko to recognise the mapped rhythm better.

Anyway, for the example:

Is not the hardest part executing those patterns because of the speed? It's hard to sync two hands that fast for many people, because that skill is mental, so if the map were 180bpm, would you call it easy then? (Not saying I can play it though)

Also my point was on the adjacent repetitive nature of patterns because of group reading, like in the start. Sure the "ddk" pattern appears a lot, but the sections where it is divided between 1/2 notes makes it harder doesn't it, because the repetition is broken? Or are you saying it's the other way around?

Luna

Luna wrote:

Nope, this is not true.
Patterns that don't require leading hand switches are automatically more regular and repetitive. And I don't read streams as a single unit either, I do break them up into parts (albeit using a different "algorithm" than EBAWER); when playing long Firce-style deathstreams I hardly ever miss because I misread, I miss because I mechanically mess up a leading hand switch.
I'd also like to repeat that I don't think every stream with hand switches is extremely hard; I already mentioned before that something like kddkddkddkddkddkddkddkddk is simple due to repetition. It's the irregularity of pattern / hand switches that makes a stream truly hard.
Yes, I'm trying to pinpoint that irregularity with an algorithm. You make a good point, but it could also be a playstyle difference, and that's where I was trying to stem my argument from... because no one wants to agree. There's arguably more main-hand players though and alternaters have an easier time with hand-switches. Oh well... I tried.

IMO I treat the idea of reading and execution as one and the same. If you can't do it consistently, you still have trouble reading it. "Mechanical" may just be the word I was looking for. In osu!std I have this problem, and there's only notes and sliders there... much easier by comparison, but there are still problems because of "mechanical" issues with odd/even numbers of notes.
Luna

RaneFire wrote:

IMO I treat the idea of reading and execution as one and the same. If you can't do it consistently, you still have trouble reading it.
By that logic I can't read 400 BPM monocolor streams
RaneFire

Luna wrote:

RaneFire wrote:

IMO I treat the idea of reading and execution as one and the same. If you can't do it consistently, you still have trouble reading it.
By that logic I can't read 400 BPM monocolor streams
You know what I mean. The definition of the word was the problem. Stop being stupid about this just because I'm not a pro taiko'er. It's a game, just because I'm not good at it does not mean I'm stupid.

It was also a clarification that did not embody the message I wanted you to read.
Luna
I'm not trying to make fun of you or anything, I just disagree on that point.
There are many things that I can read perfectly fine, but can't do mechanically. That's just how it is.
LunaticP
Just answer this , which one you think is easier?

1. ddk ddk ddk ddk ddk

2. ddk d k ddk d k ddk

3. ddk ddk d k ddk ddk
RaneFire

LunaticP wrote:

Just answer this , which one you think is easier?

1. ddk ddk ddk ddk ddk

2. ddk d k ddk d k ddk

3. ddk ddk d k ddk ddk
1. ddk ddk ddk ddk ddk

Not counting speed limits. Also note that this only has to do with complexity score, nothing else. If you know osu!tp, you'll know std has aim/speed/acc. In Taiko, for example, it would be complexity/speed/acc. If you fill the whole map with ddk, the complexity may be lower, but the speed score will be higher because of density.

I'd like your explanation though, because throwing examples around just clutters the thread. Or at least shoot a hole in my logic that I can see, and let's be done with it.
Luna
Actually, for me ddk d k ddk d k ddk... is the easiest out of those patterns. Can't really explain why though, it just flows better than ddk ddk ddk ddk...
ddk ddk d k ddk ddk... would probably feel awkward with a 4/4 signature
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