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Performance Points feedback and suggestions (Taiko)

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roufou
https://osu.ppy.sh/b/95102?m=1 jesus christ this map is underrated, it gives 171 pp which is nothing by my standards while it deserves to give at least 200

compare it to this map https://osu.ppy.sh/b/135609?m=1 which is like 130 bpm and so stupidly easy which gives like 207 pp

30 pp difference is pretty huge

admitedly the one that is 207 pp is quite a bit harder in the accuracy spectre, and accuracy is actually kinda underrated in my opinion, the fact that the first one is worth less is pretty dumb
verto
http://puu.sh/dCmm4/989b1353f1.png

Just some EZ vs no EZ comparison
Full Tablet
I made a difficulty calculation algorithm for taiko maps (based on the rhythm complexity algorithm I was working on for osu!, but also taking strain into account; the value represents both the strain and the rhythm-pattern complexity, since checking the algorithm by playing maps is less straightforward if the 2 values are separated. I was testing with this mode since it is the simplest one to analize); the scale of the values is made similar to the scale used in the current star difficulty (Tom Stars).

Finishers are considered the same as regular notes for patterns (since hitting them with both keys is optional). Drumrolls aren't considered in the algorithm at all.

The algorithm doesn't include factors that affect reading difficulty (such as scrolling speed, scrolling speed changes, finishers blocking other notes).

Here are some results (for most ranked taiko maps):
https://www.dropbox.com/s/e4l17ig7vtwat ... .xlsx?dl=1

a) What do you think about those results in general?

b) An earlier version of the algorithm used to detect color-inversed repeated patterns (for example, ddkkd kkddk), but I removed that detection (making the algorithm consider both 5-note patterns as completely different) since when I was playing I noticed that color-inversed repetitions confused me more than helped (I tended to play the 2nd pattern the same as the first instead of inverted), but that could have been only because I am pretty bad at reading Taiko (in osu!mania, the equivalent concept of mirroring patterns actually makes thing easier for me). Should I re-add color-inversed pattern detection?

c) Some maps that players have said to be pretty hard, but are rated considerably lower in this algorithm compared to the current Star Difficulty, are Shinsekai and Taiko Time. They are rated lower in this algorithm mainly because the algorithm finds many long repeated patterns:
In Shinsekai, the algorithm finds many patterns that are 8-notes long or higher next to each other (up to 16-notes long).
Should I make the algorithm less sensitive to long patterns repetitions (longer than the ones the average person can keep in their short term memory)? If I did, then people who are good at memorizing patterns in their long term memory would have an extra advantage. On the other hand, if a pattern is long (and not composed of sub-patterns), there is a higher chance the player doesn't have any experience playing that specific pattern.
roufou
if you'd like you could compare your stats with a human-made list I did here: p/3563986

just as a warning, I do not claim that I'm the one person to make an objective list like that as I'm not THE MOST EXPERIENCED TAIKO PLAYER, but I have a decent idea for what maps are harder I guess (and some people also tell me if they really disagree with something I did, which I sometimes realise is true)

also my list is pretty unfinished, so that's something worth taking note of

as for critic on your list, disconnect hardcore is overrated if I were to say something, like it sure is really hard for a ranked map, but I wouldn't consider it 2nd, as it's not near compared to distorted, never mind and because maybe, image material is kinda overrated.
speaking of never mind it's really underrated, ztrout's visit to the proctologist is also very underrated imo, like seriously, bellow team plasma appears?! I think it's because patterns like [dddd]dd[dddd] which are really weird and complicated to play are highly underrated
Luna
With a little cheating kiddie running rampant today, I noticed something.

Take a quick look at these scores:



Is there a specific reason why the pp values are so ridiculously low? Equivalently difficult scores in any of the other modes would be worth at least 1k pp each, probably way more (judging from the huge scaling at the top level, they might even be worth multiple thousands of pp).
Topic Starter
Tom94

Luna wrote:

With a little cheating kiddie running rampant today, I noticed something.

Take a quick look at these scores:



Is there a specific reason why the pp values are so ridiculously low? Equivalently difficult scores in any of the other modes would be worth at least 1k pp each, probably way more (judging from the huge scaling at the top level, they might even be worth multiple thousands of pp).
I'll take a look at the scalings when I get the time to work on Taiko pp again. For now I can't really do much about pp at all. :/
Thanks for reporting!


Full Tablet wrote:

I made a difficulty calculation algorithm for taiko maps (based on the rhythm complexity algorithm I was working on for osu!, but also taking strain into account; the value represents both the strain and the rhythm-pattern complexity, since checking the algorithm by playing maps is less straightforward if the 2 values are separated. I was testing with this mode since it is the simplest one to analize); the scale of the values is made similar to the scale used in the current star difficulty (Tom Stars).

Finishers are considered the same as regular notes for patterns (since hitting them with both keys is optional). Drumrolls aren't considered in the algorithm at all.

The algorithm doesn't include factors that affect reading difficulty (such as scrolling speed, scrolling speed changes, finishers blocking other notes).

Here are some results (for most ranked taiko maps):
https://www.dropbox.com/s/e4l17ig7vtwat ... .xlsx?dl=1

a) What do you think about those results in general?

b) An earlier version of the algorithm used to detect color-inversed repeated patterns (for example, ddkkd kkddk), but I removed that detection (making the algorithm consider both 5-note patterns as completely different) since when I was playing I noticed that color-inversed repetitions confused me more than helped (I tended to play the 2nd pattern the same as the first instead of inverted), but that could have been only because I am pretty bad at reading Taiko (in osu!mania, the equivalent concept of mirroring patterns actually makes thing easier for me). Should I re-add color-inversed pattern detection?

c) Some maps that players have said to be pretty hard, but are rated considerably lower in this algorithm compared to the current Star Difficulty, are Shinsekai and Taiko Time. They are rated lower in this algorithm mainly because the algorithm finds many long repeated patterns:
In Shinsekai, the algorithm finds many patterns that are 8-notes long or higher next to each other (up to 16-notes long).
Should I make the algorithm less sensitive to long patterns repetitions (longer than the ones the average person can keep in their short term memory)? If I did, then people who are good at memorizing patterns in their long term memory would have an extra advantage. On the other hand, if a pattern is long (and not composed of sub-patterns), there is a higher chance the player doesn't have any experience playing that specific pattern.
Awesome! If the response to your system is generally better than to the current system in place I'd love to use your system (or at least incorporate it in some way - there need to be certain guarantees fulfilled). That is if you'd be willing to share it of course. :)
Nwolf
Don't wanna be rude but Full Tablet's system overrates and underrates maps too much. Busy modding atm so I can't go in further detail.
Luna
Yeah, Full Tablet's system in its current state is actually worse than what we have in my opinion. I'll write up a more detailed critique with reasons, examples etc when I find some more time (probably early-mid January)
Full Tablet
New version of the algorithm. It probably needs some further adjustments, but currently it should be better than the previous version.

https://www.dropbox.com/s/bug2etc301ymb ... .xlsx?dl=1

Tom94 wrote:

Awesome! If the response to your system is generally better than to the current system in place I'd love to use your system (or at least incorporate it in some way - there need to be certain guarantees fulfilled). That is if you'd be willing to share it of course. :)
I am willing to share it when the response is positive enough.
Kuro
This newer version is looking a lot better than the previous

Anthem isn't too op anymore +1
Forgotten got the boost it truly deserves +1
Hades got nerfed big time +2
Jehovah's YaHVeH is overrated now even though it's nothing but ddk everywhere... lol, it's basically the new Hades -1
Intersect Thunderbolt dropped a bit, not cool bro -1
Pavor Nocturnus took a small drop, i think it's pretty hard though +-0
o'er the flood took a small drop too, i think it's a bit underrated now +-0
Atama no Taisou - Love's taiko got a big boost, which is cool, and it's still lower than inaba's taiko which is also good. A lot of people say inaba's taiko is definitely harder but the gap shouldn't have been that big between the two so this works out well. +2

A lot of other changes were for the better. Overall, I'm liking where this is going. It's not in shape to be integrated yet but it's making progress.
Nashmun
Speed seems to be a little overrated compared to pattern difficulty, but with some adjustment it could end up in something great. I couldn't take a long look at it yet since I'm not at home, but I'll dig further into it by the end of the week. Also some maps which were overrated due to dkkdkkd like patterns + 1/6 seems to be rated better here (Ohai evans)
Yuzeyun
Anjuu Tianlan is above Anjuu Zhuhong now -514

What would be nice is to have it tested with non-ranked maps. I can provide you some example maps that are deemed overrated / underrated by people.


small edit : wtf how come Anjuu Kantan DT is rated that much
Full Tablet

_Gezo_ wrote:

Anjuu Tianlan is above Anjuu Zhuhong now -514

What would be nice is to have it tested with non-ranked maps. I can provide you some example maps that are deemed overrated / underrated by people.


small edit : wtf how come Anjuu Kantan DT is rated that much
I had an older version of that mapset in my beatmap list. Anjuu Kantan DT is rated 1.77 actually (1.52 No-mod)
Tianlan's is rated 4.08157 (5.45859 with DT)
Zhuhong's is rated 4.08052 (5.45962 with DT)
Yuzeyun
Definitely a problem, it took me forever to FC DT the Zhuhong diff while the Tianlan one was already DTHRed at that time. Zhuhong is really tricky and focused more on pattern complexity rather than density; while Tianlan was much more on density. I think because of these different focuses, it ended up being nearly the same for a totally different field.

Also I maintain that Anjuu Kantan is overrated
roufou
SPOILER
just a few oddities in the pp system that are pretty weird in general and some opinions on overrated maps/underrated maps:

first off lets start with my opinion on evans, a lot of people think evans is VERY overrated in the pp system, (I can agree that the SR is a bit overrated) however nerfing stuff like dkkdkkd patterns which evans features a lot of would not be the right move in my opinion, and 1/6 (which I think is kinda underrated, at least if they're in 1/4 streams), why do I think so? well first off if we nerf evans the pp system will probably become less pp in general, I guess, and I think that would make it a bit harder to judge (this is not the major point though), it's the fact that I personally don't think evans is overrated, it's a tough map, however I do think evans overshadows a lot of underrated maps, I'll give an example: unhappy refrain which gives 240 pp, nerfing dkkdkkd would probably make evans around that pp range or lesser, and I doubt unhappy refrain will be affected. However, I don't believe anyone should think unhappy refrain is harder than evans, not near. Evans is a pain to fc mainly because of the end and it's pretty tough to read overall, while unhappy refrain is WAY easier at those aspects, unhappy refrain may be slightly more stamina craving, but I think evans readability outweights that by far. Unhappy refrain is not the only map, however, these are more argueable but the following maps aren't far from evans but are way easier in my opinion: cruel clocks, daybreak's bell (with DT, the monocolor streams can be kinda tough to some people however and accuracy isn't that easy), tu4ar (the convert). There are even maps that are easier than evans which gives more pp, hades and augoeides are good examples (I'd even argue that both of them are examples, but I don't think everyone will agree ono's around the difficulty level of Evans)

here's two maps that are about as hard as evans (if not harder) but are rated lower, there are probably more but these maps are really underrated: Etude Op. 10-4 and MEPHISTO (etude should probably give roughly 250 pp and mephisto more than 270, imo)

other underrated maps and a pp estimate of how much I think they should be worth and roughly what they are worth (I know these numbers don't mean a lot but it gives an estimate of how underrated they are, and again, this list will change drastically after changes):
schrodinger's cat (180~ pp to about 200 pp+)
No way back (I have no idea how much pp this gives, most people who can fc this are too good to have this in their best perf, 250+ sounds reasonable to me)
Music Revolver (not sure how much pp this gives but I think it's like 230, 260 sounds more like it)
Tenjiku2000 (not sure how much pp this gives but I swear a HRSS should be 280 pp)
ztrout's visit to the proctologist and similiar (maybe not underrated in pp but maps with 1/4 and 1/6 in them should be like 5 stars imo, it is like 4,43 stars)

tl;dr: don't work on nerfing too many aspects, buff the aspects that are underrated: complicated or tricky 1/6 streams in 1/4 streams and longer more complicated streams

these are the following maps that probably deserve a direct nerf in what makes them rated highly: anthem (not sure how this is rated high), hades: the rise (gives way too much pp no matter how you see it), holy orders (not too overrated, but XK's score should be more in the 370 range imo), rising hope (if you get lucky on the "hard" part this map rewards you just too much, and with HT it's even worse), kyoai (rewards people who can do the kddkddkddk stuff with DT a bit too much imo), lepi's augoeides (eh, pretty easy)
I might've forgotten like two or three maps but I think that's mostly everything, other maps should just decline to a suitable level by other maps being buffed

bonus: no idea how much pp this map would give https://www.dropbox.com/s/3lrz0pvozt8s1 ... e.osz?dl=0 but it's like 5,88 stars...6,5 would be a lot more suitable thanks to being a tough map playing at around 255 bpm
Yuzeyun
HD is way too op, now.
WAY too op.

Quick comparison between two same-acc scores on Kyoai
For the record, wzxxzw's SS score doesn't even come close to HDNC.
Stefan
mfw I stuck since months between 2000 and 2100 because of updates and doing nothing.
Fudgy
Since when did HD give not enough pp? I don't understand that buff.
lolcubes
HD DT EZ spam everywhere now, for so much pp as well lol.
Vuelo Eluko
I believe somewhere along the line the intent was to buff hidden on slow songs not fast ones
it seems to have gone wrong, i'd just wait it out.
Kuro

Fudgyking wrote:

Since when did HD give not enough pp? I don't understand that buff.
I don't know about you but to me this isn't brand new... back then it wasn't even worth the effort to even try to HD maps because you wouldn't get anything anyway or you'd just get little to nothing unless you played something stupid hard and HD'd it...
OnosakiHito

Riince wrote:

I believe somewhere along the line the intent was to buff hidden on slow songs not fast ones
it seems to have gone wrong, i'd just wait it out.
Exactly. That was the plan in the past. Giving some boost for HR on faster songs and a boost for HD on slower songs. At least we discussed about it.
But as you said, let's just wait for it.
roufou
as a sidenote, I haven't noticed a single pp increase on any of my FL scores, I could be wrong though
Yuzeyun
didou's hrhdfl on whatiforgotlol was 275 before the buff, it's now 305. @agu


something made real quick about SV scroll speeds


note:
ASS = absolute scroll speed. yeah. not arse.
despite having a huge difference in speed, 180 BPM SV 1.4, HR 16:9 (448) is easier to perform than 210 BPM HR SV 1.6 (448). it's due to the fact that 16:9 and 4:3 have the same time between notes' apparition and supposed hit. the ASS is like "units", and each "unit" does not have resolution considered.

I'm pretty sure the best thing to use is the upper table with them values that represent the ASS (yeah it's just SV*bpm) to consider HD and HR. HD will use the ASS tp tell whether it's hard or easy. Fairly sure 150-170 and below is where it gets harder, 225-230 is comfort for most, and hitting 420 it starts to get crazy.

HR on the other hand, is harder to tell. let's say it gets easier from 100ish (below you will have to resort on OD), and the starting point for HR to truly fade out is 280-300, using nomod ASS.

if you have anything to add, either on the HR side or the HD one, please use the first table in light blue to show where it hits a point. if you need more SV values tell me. I think [1.2;2.0] is a fairly large range for most maps. however I don't consider SV changes for now.
Topic Starter
Tom94
Unfortunately the infrastructure of taiko pp still doesn't really have a measure for scrolling speed, so I can't easily add a HR or HD bonus relative to scroll speed. The general consensus seems to be, that HD is worth too much right now, so I'll move it downwards a bit.
Yuzeyun
can't even manage to fetch SV and BPM at all? kinda odd, considering they're a bit like AR (not completely the same) so yeah. x_x
TKS
since we can add any scroll speed by using green line, isnt like AR. it seems really hard to manage for that indeed.
Yuzeyun
they're not exactly like AR, I know it. we don't even have "fixed values" but rather the scroll speed thing I talked about earlier.
but first get into the sole thing of ASS which is for 300 set pp to this, ASS 400 pp bonus to that blablah

then about SV changes it'll depend on the chart definitely. if there's a very hard section but SV 0.5 it won't be treated the same way as SV 2. for ther same thing
Topic Starter
Tom94

_Gezo_ wrote:

can't even manage to fetch SV and BPM at all? kinda odd, considering they're a bit like AR (not completely the same) so yeah. x_x
I can fetch those, but since they depend on timings within the map I'll have to conclude a reasonable "global" value for the pp calculations from within the difficulty calculations.

We don't know whether misses were made in parts of the map with fast SV or not after all.

That stuff needs additional balancing and implementation, hence it's not there yet. :p


PS: HD and FL boni should be a fair bit lower now. Does it look better?
FLANKs
I think HD is fine how it is right now. The first update might have been a bit much but this is fine.
TimmyAkmed
imo the system is still overrating HD alot, just look at the recent DTHR of Sobatsuyu, his performances weights way less than some DTHD that have 0,50 accu below.

HR beats HD only when base OD is 7. Now there is just no point in doing DTHR on maps since it's just way harder and it will reward you way less.
TKS
HD is fine. as it is, HR is too underrated. has to buff before nerf HD :)
ikin5050
Maybe for like 2000-3500 pp players buff how much pp a 93% oni play with a few misses?
I personally cannot properly play onis (proper meaning fc 97%) and right now i always get some misses, look at my top plays :P
I feel that a lot of people in my country for example have a lot of pp from convert insanes, when oni maps are much harder.

http://puu.sh/gj3WM/41b3ba129a.png
http://puu.sh/gj3W2/6fdfc0c8c3.png
Redon
MMzz
While I don't like the current state of lower difficulties for taiko either. It is better to make easier diffs that can be universally accepted, rather than what YOU think provides the proper challenge for a noobie. Easy/Normal serve the purpose of basic rhythms and learning the difference in color. That is it. There isn't really a reason for them to be more complex than they already are. Muzukashii serves as a good platform for applying your rhythm and reading abilities learned from Kantan/Futsuu into full fledged rhythms.

I used to think how you do, so I know where you are coming from. But I do agree that the star rating scale for kantan/futsuu is ridiculous. You can't even add a few simple 1/2 patterns without the star rating skyrocketing.
Yuzeyun
Let me correct you a bit MMzz on your last sentence ;P

You can't even *USE 1/2 patterns without the star rating skyrocketing (1/2, 3/2, 5/2, 7/2...)

It was a pain to fix Twitch Plays Pokemon because of that :C
Raiden

MMzz wrote:

While I don't like the current state of lower difficulties for taiko either. It is better to make easier diffs that can be universally accepted, rather than what YOU think provides the proper challenge for a noobie. Easy/Normal serve the purpose of basic rhythms and learning the difference in color. That is it. There isn't really a reason for them to be more complex than they already are. Muzukashii serves as a good platform for applying your rhythm and reading abilities learned from Kantan/Futsuu into full fledged rhythms.

I used to think how you do, so I know where you are coming from. But I do agree that the star rating scale for kantan/futsuu is ridiculous. You can't even add a few simple 1/2 patterns without the star rating skyrocketing.
Not even this. Even 1/1s are overrated as heck.

I've been told in my maps (by mods) that I overmapped the Kantans and Futsuus because 1/1s. And I'm like, seriously? They're not even high BPM, gosh...
Redon
eeezzzeee
To be fair, I think its mania that has underrated maps. If you look at all the other game modes, easy almost never has 1/2 notes, and normal will never have 1/4 triples, whereas in mania those are standard. So what I'm trying to say is we should be expecting "brain dead" maps at 1-2 star difficulty but somehow that's not the case for mania.

I'm not saying the taiko star rating is good right now though. No. lol
Redon
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