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Performance Points feedback and suggestions (Taiko)

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AnFace

Tasha 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 bpm

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
seasonS
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 bpm

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 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 :lol:
karterfreak
Keep in mind, there's a difference between hard and things that aren't good for the map / gameplay.

Using the default playstyle as an example, lets use a pattern like ddKdd. This requires left / right / left+right / right / left. The reason this is unrankable is because it requires you to switch from 1/4 alternating to 1/4 one handed in order to get full points, and at higher bpms / in streams this isn't possible. A more extreme example of this would be DdDdD as it requires 1/4 on one hand for the full 5 notes. As a ddkk player I could play this, but could a kddk player play something like that extended to say 10 notes in a 1/4 stream at 240bpm? Another (main) reason this isn't rankable is the overlapping and hitbox errors that can be caused due to finishers mixed into streams.

As for slider velocities, there's technically no unrankable SV, but the SV should still fit the pacing of the song, and it just so happens with BPM multipliers that 1.4 and 1.6 happen to be the best pacings in most cases. Don't expect to rank a song with hyperspeed SV all the way through as it doesn't fit the songs pacing.
Topic Starter
Tom94

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 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.

Nobody stops people who prefer to play the quality ranked taiko maps from playing them. You will not be forced to play every single map with the new pp system. As with standard only your best scores will count a lot, and trust me, there are more than enough ranked taiko maps for achieving your pp peak. :P
Nashmun
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 ?
Topic Starter
Tom94

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 ?
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. ;)
karterfreak
I'm all for giving things a try, but my concerns will still be there until the results are visible. Let's see what you can pull off Tom.
NoYzE
I believe in Tom :D
He did impressive work for the standard ranking and lifted it to the next level worth calling ppv2.
AnFace
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 current broken temporary system is but we're not allowed to see sadface
NoYzE

AnFace wrote:

i'm curious about how well it'll work for the really good players that don't have great scores
Ehh...
I guess the new pp system should scan the players' brain for skill that he didn't put into a high score? ;)
Topic Starter
Tom94

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 current broken temporary system is but we're not allowed to see sadface
Players will still have to get great scores. The metric is called "performance points", not "potential points".
Also the current broken algorithm simply does the following:
  1. Multiply accuracy with star rating of the map (up to a maximum of 500)
  2. Divide result by 3 if converted
  3. Build the diminishing sum of the best scores for every player
That also makes it pretty obvious why it's not working well, heh? Still better than nothing - that's why it exists for now.
Sy[K]es
There should be a way to convert maps better than it does at the moment and still keep the combo score ratio the same.
Streams might be the biggest obstacle but I believe it is possible. :<
AnFace

NoYzE wrote:

AnFace wrote:

i'm curious about how well it'll work for the really good players that don't have great scores
Ehh...
I guess the new pp system should scan the players' brain for skill that he didn't put into a high score? ;)
ideally hell yea

i mean the players that don't specifically have a lot of scores but still have some that are really good blah blah you know what i mean

quality vs quantity how will it play out overall
Sy[K]es
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?
RaneFire

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?
You are still thinking inside the box, namely that of the old system.

ppv2 has a beatmap difficulty algorithm, meaning this is what needs to be worked out precisely to get accurate results. Your performance is a statistical analysis compared with a perfect performance on the map. Player ranks in comparison to each other on a single map should be irrelevant. That was the problem with the old system for many reasons.

I'm sure there will be a LOT of testing. When tp first came about, it wasn't anything like it is now, and Tom tweaked it a lot, even adding a new variable (aim). I'm not predicting it's initial failure for taiko, but there is only room for improvement upon the algorithm, even if the first results may be completely off.
Topic Starter
Tom94
I've got some initial difficulty lists to show off here:
https://docs.google.com/spreadsheet/ccc ... 0VGc#gid=1

This spreadsheet does not contain every single beatmap, only the ones I selected for testing. Please give me feedback and let me know which version of the algorithm works the best. ;)
Nashmun
Hum, for me it seems like the basic algorithm is the most accurate.

The others one still have some weird results like Freedom Dive's oni > Inner oni while it's the contrary or still a duckling > I'm your daddy Fatal oni which is the opposite aswell.

I still need to look at it more closely though.
BrokenArrow
Yeah, same goes for HIT AND RUN IN 1920 A.D. and NNRT (which should be placed a lot lower normally)
But from first look things don't seem to be very far off, well done so far
EBAWER123
With colour changes w/o converts:



sacrifice and chipscape taikosakis are easier than who's your daddy or akasha, also gothic system is much harder than taikosakis not just a little :?


This is a lengthy post but please bear with me~


Some of these are human some of these are inhuman and some of these are easy, I wanna see what your programm thinks of these maps :3c
Nashmun
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 :)

https://osu.ppy.sh/b/204931
https://www.dropbox.com/sh/2f9ibeu4yk8e ... nsekai.osz
https://www.dropbox.com/sh/2f9ibeu4yk8e ... e%2008.osz
https://www.dropbox.com/sh/k22ut3jyjn9j ... 20Ruby.osz
AnFace

Nashmun 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 :)
most of the maps listed i've never played because of wtfbpm and me being slowface so i'd like to know this

otherwise goodbye to my rank i'll see you all in hell
XK2238

Nashmun wrote:

https://osu.ppy.sh/b/204931
THIS MAP.
dafuq
Topic Starter
Tom94
Added another algorithm version, considering rhythm changes, to the end. Will add more versions when I get back home.
Here the link again: https://docs.google.com/spreadsheet/ccc ... 0VGc#gid=1
Luna
I think the pattern difficulty needs to be improved quite a bit - right now chipscape and Broken the Moon have the same rating (45). I could FC chipscape if I actually tried (and I'm really not very good at high BPM), but I'm not even able to pass Broken the Moon.
Even with problems like that, it looks SO much better than what we're used to having, so good job.
TimmyAkmed
I know your algorithm version isn't over but, i'm not sure we talked about "hitting big notes" in the difficulty of the maps. When the bpm is high it becomes harder to hit the big notes even if you alternate. The big notes density inside the map should also be considered as a + in the difficulty. (more the bpm is high and more the big notes density is high more difficult the map is) When there are big notes you are supposed to hit them. And even if you try to avoid them they are a pain for you to read correctly the next part of the map. Imo it's important cause I think it's one of the reasons that makes "Unpleasant Sonata " so hard to FC.
lolcubes
While it's understandable that everyone is focusing more on how the converts get converted and how the hard maps get valued, but let's talk about lower maps a little.

We have *** Passionate (TV Size) which is valued the same as Dragons. I FCd Passionate with hard rock where I barely get an A on Dragons, with a low combo. Dragons is so much harder because of really odd rhythms and because it's kinda long compared to the TV Size thing.

Then you have Hades in the Heaven which is valued slightly above but then you have a couple of much easier maps, namely Night of Fire by lepidon which is a lot higher above. Certain pattern chain in the middle of the map make Hades really really hard to FC, while Night of Fire has quite simple patterns and is something I consider a beginner's map. Thank you for playing isn't that difficult either and it's even further above.

Also in the mid class you have Intersect Thunderbolt 7491's Oni which is below Ernst Oni. I highly disagree with this, despite Ernst being a bit more pattern heavy. The patterns in Ernst aren't difficult, it's just slightly a more dense map, but in Intersect Thunderbolt you have high speed pattern changes, namely a quite hard 1/3 stream to perform correctly due to it's bpm which contains multiple hand swaps.

Just some thoughts.
EBAWER123

TimmyAkmed wrote:

I know your algorithm version isn't over but, i'm not sure we talked about "hitting big notes" in the difficulty of the maps. When the bpm is high it becomes harder to hit the big notes even if you alternate. The big notes density inside the map should also be considered as a + in the difficulty. (more the bpm is high and more the big notes density is high more difficult the map is) When there are big notes you are supposed to hit them. And even if you try to avoid them they are a pain for you to read correctly the next part of the map. Imo it's important cause I think it's one of the reasons that makes "Unpleasant Sonata " so hard to FC.

No, score is enough of a measure. Consider big notes as a bonus points not increase in diff.



I like this, it's really close to a real difficulty. Though 51 is harder than chipscape.
Nashmun
I gave you the wrong version of one of the maps I suggested, here is the interesting one :

http://puu.sh/72lL2.zip

@lolcubes, you are right, but focusing on high-tier maps (not including Firces forces and cie though) is good to have a global overview of how each aspect are weighted, which is more difficult to see on standards onis and uber-insane ones.
TimmyAkmed

EBAWER123 wrote:

No, score is enough of a measure. Consider big notes as a bonus points not increase in diff.
I still think the same, when a mapper put big notes in his map he wants us to hit them like big notes. Being able to FC maps like Distorted Lovesong Taikocalypse DX without hitting the big notes doesn't mean to me that you are able to play the map the way it has been thought for (sorry i'm not sure everybody will know what I mean here) If we avoid to hit the big notes it's because it's obviously harder.

And for example even if it's only on Unrankable stuff i'm sure almost everybody who'll see big notes in patterns will have trouble to read it "normally"
Topic Starter
Tom94

TimmyAkmed wrote:

EBAWER123 wrote:

No, score is enough of a measure. Consider big notes as a bonus points not increase in diff.
I still think the same, when a mapper put big notes in his map he wants us to hit them like big notes. Being able to FC maps like Distorted Lovesong Taikocalypse DX without hitting the big notes doesn't mean to me that you are able to play the map the way it has been thought for (sorry i'm not sure everybody will know what I mean here) If we avoid to hit the big notes it's because it's obviously harder.

And for example even if it's only on Unrankable stuff i'm sure almost everybody who'll see big notes in patterns will have trouble to read it "normally"
Since the bonus in score is so small and there are no disadvantages over normal notes when hitting them like normal notes I don't think they should coult as "difficulty". If they'd break combo or reduce accuracy if hit wrong, then I'd agree with you more.

But even if I did agree, it'd be impossible to check scores for having hit big notes with 2 buttons, which in turn makes it impossible to have sensible pp calculations if big notes would be factored in as difficulty.
AnFace

Tom94 wrote:

Since the bonus in score is so small
missing a big note is like getting 2x100. i wouldn't call that small
Topic Starter
Tom94

AnFace wrote:

Tom94 wrote:

Since the bonus in score is so small
missing a big note is like getting 2x100. i wouldn't call that small
Relative to a map with maybe 2,000 hit circles it is. But yeah, depending on how many hit circles there are and how many big notes there are the bonus can also be big, I stand corrected.

The rest of the argument still stands, though.
karterfreak
Looking at the most recent one, I'd say its pretty accurate towards the top. Mad Machine being at the top is expected if we're going to weigh converts equally due to the stupidly high speed of the converted streams, and the taiko maps themselves are ordered pretty well. Some of the maps that I'd consider to be harder have harder finisher patterns in them, which aren't weighted by the system now from what I read.

It might be a good idea to come up with some way of weighting finishers because honestly they are a pretty big deal in how maps are read. As an example, The first kiai for Loctav's Oni in this mapset in its current state is absolutely insane to read the finisher section towards the end (and some of it is unrankable, but I digress), and is notably harder than the same pattern without finishers to read.
Topic Starter
Tom94

Tasha wrote:

Looking at the most recent one, I'd say its pretty accurate towards the top. Mad Machine being at the top is expected if we're going to weigh converts equally due to the stupidly high speed of the converted streams, and the taiko maps themselves are ordered pretty well. Some of the maps that I'd consider to be harder have harder finisher patterns in them, which aren't weighted by the system now from what I read.

It might be a good idea to come up with some way of weighting finishers because honestly they are a pretty big deal in how maps are read. As an example, Loctav's Oni for this map in its current state is absolutely insane to read the finisher section towards the end (and some of it is unrankable, but i digress), and is notably harder than the same pattern without finishers to read.
I'd love to give finishers a proper bonus, but since it's impossible to check whether a player hit the finishers or not this would greatly overvalue maps with finishers when applied to pp for people who did not play them correctly.
Also glad to hear, that the recent version looks good.

I'll check the other feedback regarding specific maps when I find time and will try to work around it. :)
karterfreak
What about just applying a bonus for finishers that are in denser parts of the map? Even if the finishers aren't hit, its still technically harder to read them. My previous example (while exaggerated) shows that quite well imo.
Topic Starter
Tom94

Tasha wrote:

What about just applying a bonus for finishers that are in denser parts of the map? Even if the finishers aren't hit, its still technically harder to read them. My previous example (while exaggerated) shows that quite well imo.
As said in the private discussion I just had with you: Finishers can be skinned small, so they don't make reading more challenging. :/
Nashmun
As Tom said, we can't tell if a player hit the big note with both keys or as a regular note. If we give a bonus to a map due to its finishers, some people will just play them as if they don't exist and earn a lot of pp, while others players will try to hit them and fail.

Yes it does affect the reading, but if you play them like regular notes, you can make abstraction of the finisher pretty easily (Also some players can change their skin too)
karterfreak
Already discussed it with Tom in private, and unfortunately there really is no way to work finishers into the algorithm.
lolcubes
It could be possible if the condition is a full combo though. There is extra score after all.
Could have small calculation issues with sliders though, but they give only a certain amount of score so...

Out of curiosity, how are sliders calculated then? You don't have to hit a slider to full combo, but it should show skill too, there are some maps where sliders become absolutely brutal if you have DT activated. Unreal BPMs and all (above 300).
Yuzeyun
They become brutal above 200 1/4 DT @cubes.
And past 250 you come to 1/2 ticks :U
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