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"
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.Quiesce wrote:
Does a certain playstyle confer advantages to playing the game? This is the question we're asking.
i'd say full alt players usually have lower accuracy but orukaa would strike me downTimmyAkmed wrote:
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.Quiesce wrote:
Does a certain playstyle confer advantages to playing the game? This is the question we're asking.
Since this playstyle is the most "optimal" the difficulty should be calculated with the playstyle that makes the game easier imo.
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.
Nope, this is not true.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.
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.
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.
By that logic I can't read 400 BPM monocolor streamsRaneFire 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.
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.Luna wrote:
By that logic I can't read 400 BPM monocolor streamsRaneFire 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.
1. ddk ddk ddk ddk ddkLunaticP 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
yea thisLuna wrote:
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...
#2 for me. For my old really weird playstyle #1 would be easiest but not on really high bpm. Now it's #2 regardless of the bpm, unless I am not really able to do that bpm in general.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
Don't feel offended, however you still can't grasp the true difficulty of oni maps (and higher level oni maps) just yet.RaneFire wrote:
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.
I'd be interested to know what, or why, you changed. Was there something "wrong" with your previous style? Is there a superior playstyle overall?lolcubes wrote:
#2 for me. For my old really weird playstyle #1 would be easiest but not on really high bpm. Now it's #2 regardless of the bpm, unless I am not really able to do that bpm in general.
I swapped to full alternate because I was unable to do streams longer than 9~ notes (well, monocolors or streams which had 2 same colors if you divide a stream on 2x2x2x2 etc were actually fine) or even most simple chains on bpm higher than 150 (kdddkdddkdddkdddkdddk etc) because my playstyle was to cheese every pattern combination in a way I find it easier to play, so every 3~5 note (except for dkkkd, kkkdd and dkdkk, those were really impossible) was really easy to perform for me in any situation, but put them inside a stream and I'm done for.RaneFire wrote:
I'd be interested to know what, or why, you changed. Was there something "wrong" with your previous style? Is there a superior playstyle overall?lolcubes wrote:
#2 for me. For my old really weird playstyle #1 would be easiest but not on really high bpm. Now it's #2 regardless of the bpm, unless I am not really able to do that bpm in general.
Yeah, I think Orukaa is an inspiration to everyone. :pRaneFire wrote:
I do play full-alternating in Taiko, so maybe this takes a little longer to get into oni's, but full-alternating always felt more natural to play. Watching some of Orukaa's DT plays was even more of an inspiration to go for it since he was so fast and accurate. I was pretty much looking for an excuse to play it and he gave me one.
ofc you can'tLuna wrote:
By that logic I can't read 400 BPM monocolor streams
WemadeFOX-solo wrote:
So i keep losing ranking by playing normals and fcing it with 99~100%, is this part of the new pp system which try to promote to play harder beatmaps or it wont be part of the new pp system and is just being not functional?
2>1=4>3LunaticP wrote:
Orukaa is not a human at all,no need to kill your hand because of this....
Now the true question come,and this may brings problem because of two common playing style
Select the one you think the hardest
1. ddk k k ddk k k
2. ddk d d ddk d d
3. ddk d k ddk d k
4. ddk k d ddk k d
This result will be put into my program as well