whosthebox play one hand kb one hand mouse IIRC. still that converted maps are pretty hard to do i dont know how that could be easier than a inner oni
EBAWER123 wrote:
they did, both midnait and whosthebox can't play for shit xD same as kawhy, one kb is more than enough, lol, you can either use 3 keys for each colour or use 2 hands for spamming 2 buttons, alternating left-righ hand, kawhy had a guide how to do it but I cba to look for it.
It'd be better to look through the difficulty list I posted in this thread for checking this.Luna wrote:
After looking through a lot of top players' performance lists, I've come to the conclusion that the rhythm complexity factor might be overrated a bit. It was intended to boost the difficulty or maps with mixed 1/4 1/3 1/6 streams and similar patterns, but right now I get the impression that maps with just one or two stray 1/3 patterns are considered significantly harder than regular 1/2 1/4 maps. Maybe it's just coincidence and the real issue lies elsewhere, but that's what i gathered so far.
Luna wrote:
After looking through a lot of top players' performance lists, I've come to the conclusion that the rhythm complexity factor might be overrated a bit. It was intended to boost the difficulty or maps with mixed 1/4 1/3 1/6 streams and similar patterns, but right now I get the impression that maps with just one or two stray 1/3 patterns are considered significantly harder than regular 1/2 1/4 maps. Maybe it's just coincidence and the real issue lies elsewhere, but that's what i gathered so far.
Combo isn't weighted as heavily in Taiko as it is in standard at the moment. Not exactly sure how much I should change that.Tasha wrote:
http://osu.ppy.sh/b/90616?m=1 this map being on my top ranks despite a miss gives me the feeling that the high SV section at the very end is skewing the maps rating a bit, especially when a much more difficult to FC song like http://osu.ppy.sh/b/284037 isn't on my top 10 yet Taiko Time is.
imo depends on amount of missesTom94 wrote:
Combo isn't weighted as heavily in Taiko as it is in standard at the moment. Not exactly sure how much I should change that.Tasha wrote:
http://osu.ppy.sh/b/90616?m=1 this map being on my top ranks despite a miss gives me the feeling that the high SV section at the very end is skewing the maps rating a bit, especially when a much more difficult to FC song like http://osu.ppy.sh/b/284037 isn't on my top 10 yet Taiko Time is.
yes plsEBAWER123 wrote:
kawhy had a guide how to do it but I cba to look for it.
I couldn't agree more and that's why I think you need to adjust the algorithm to avoid situation like that :Tom94 wrote:
pp are called "performance points". They are rating your performance, not your skill. Those 2 things are very similar but not exactly the same. Let's look at a piano player for instance. Would you rate a perfect interpretation of an easier piece lower than a horrible play through some ridiculously hard piece? I wouldn't.
The first requirement for getting pp is delivering a decent performance. Map difficulty is also factored in and can make up for worse performances up to a certain degree, but barely passing won't get you anywhere. As a guideline, you should try to get below 10 misses and above 90% accuracy if you want your play to be rated well. A higher combo also does help. Of course if the map indeed is ridiculously hard, then you can get away even with a low accuracy, as long as you keep your misses low and your combo high.
I'll address it this weekend. While it's valid for some players to have such plays in their best performance list (if they're not good at other things), it shouldnt be able to give so much pp in general.Nashmun wrote:
You said this in the standard pp thread :I couldn't agree more and that's why I think you need to adjust the algorithm to avoid situation like that :Tom94 wrote:
pp are called "performance points". They are rating your performance, not your skill. Those 2 things are very similar but not exactly the same. Let's look at a piano player for instance. Would you rate a perfect interpretation of an easier piece lower than a horrible play through some ridiculously hard piece? I wouldn't.
The first requirement for getting pp is delivering a decent performance. Map difficulty is also factored in and can make up for worse performances up to a certain degree, but barely passing won't get you anywhere. As a guideline, you should try to get below 10 misses and above 90% accuracy if you want your play to be rated well. A higher combo also does help. Of course if the map indeed is ridiculously hard, then you can get away even with a low accuracy, as long as you keep your misses low and your combo high.
Like, having 'bad' performance on heavily rated maps because they are full of spam. That means, it's easy to get FC during 95% of the map, and then you have 5% full of 1/8 spam so the algorithm might think it's still a great performance because you have a relative high combo.
Please name the maps and show the scores, so I can check it.WemadeFOX-solo wrote:
i really dont get how the new system works, playing some converted normals/hard for chill and i got pp, fcing specific taiko maps(muzu/oni) and got nothing, same goes with easier difficulties giving more pp than harder.
ilyAnFace wrote:
yea penalize me so hard
It seems accurate, as those players possess enough accuracy and precision in reading notes to hit them at faster speed, and more speed = more BPM, and at that point playing well consistently at those speeds is reason enough to be placed fairly high. Though it makes noobita OP :3XK2238 wrote:
yes plsEBAWER123 wrote:
kawhy had a guide how to do it but I cba to look for it.
edit: as far as I'm concerned, the top 12 are entirely strong DTers? o.o
yesssssssNashmun wrote:
You said this in the standard pp thread :Tom94 wrote:
pp are called "performance points". They are rating your performance, not your skill. Those 2 things are very similar but not exactly the same. Let's look at a piano player for instance. Would you rate a perfect interpretation of an easier piece lower than a horrible play through some ridiculously hard piece? I wouldn't.
Now does that "yes" agree with me or not? D:OzzyOzrock wrote:
yesssssssTom94 wrote:
pp are called "performance points". They are rating your performance, not your skill. Those 2 things are very similar but not exactly the same. Let's look at a piano player for instance. Would you rate a perfect interpretation of an easier piece lower than a horrible play through some ridiculously hard piece? I wouldn't.
Yes, because 95% acc is considered garbage in taiko. DT is obviously the best mod being the hardest one after FL and HR, isn't it obvious?WemadeFOX-solo wrote:
so the new system give your pp based on high acc, high bpm and dt is the best mod right now? doing fc in onis with 95%acc is worse than some normal with dt 99 acc
?WemadeFOX-solo wrote:
talking about regular maps, no that retarded 1/16 or 1/8 streams which are almost impossible to do even with HT
Is it "free?"XK2238 wrote:
tl;dr: it's obviously readable, you just need some time to get used to it.
You don't play taiko, do you? =)RaneFire wrote:
Is it "free?"XK2238 wrote:
tl;dr: it's obviously readable, you just need some time to get used to it.
You don't play standard that much, so maybe you don't know what I mean by "free," because that's where I draw the comparison from. It seems to me that the 19x100 vs 44x100 (-12pp) is something that was borrowed directly from standard, because that's pretty much the same scale of effect it has there, where it's bonus to accuracy is negligible (so getting worse accuracy with HD will always be worse, discounting aim)... because literally... its effect on accuracy is actually negligible.
Do you agree with this for taiko?
If so, why are there so few HD scores? What does HD actually make harder, if anything?
So if I add a mod to make it more difficult, I'm expected to get the same accuracy or better than with the previous 1 mod or no mods to get pp :c?silmarilen wrote:
you went from 19x 100 to 44x 100, there is no way ever that the bonus from hd can outweigh that.
same with the DT score, you went from 11x 100 to 18x 100.
protip: 19x 100 -> 44x 100 is not a slight decrease, it is a huge one.
Apparently not. I just hit some funny buttons now and then.EBAWER123 wrote:
You don't play taiko, do you? =)
*sobs quietly in a corner*RaneFire wrote:
There are not a lot of good HD taiko players from what I can tell
Just pointing something. It could be simply a matter of score, since HR is more rewarding than HD if you have at least one spinner in the whole map.Dolphin wrote:
You usually see HR scores on maps below ~190 BPM because its easier to read and play with for most people, whilst on maps with higher BPM (like 190+) you'll start seeing more HD scores, since its rather difficult to read such a high BPM/SV with HR.
It really starts to abruptly change once you hit 220+. Past 230, they barely exist. Reach 240, only a few select can even do it. 250, you're sure that there are at most 2. Reach 280, there are none. At 200 or 210 you see some at non-negligible amounts. But it starts to really break past 220. 190 if SV is higher.Dolphin wrote:
You usually see HR scores on maps below ~190 BPM because its easier to read and play with for most people, whilst on maps with higher BPM (like 190+) you'll start seeing more HD scores, since its rather difficult to read such a high BPM/SV with HR.
but if i can't do it then they must be cheating_Gezo_ wrote:
Whoever legitimately thinks that HD and DS are correlated need their head checked. The area is pretty large to read on, so people can play it correctly.